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C# HkdBreakableShape.RemoveReference方法代码示例

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

        private void FindFracturedBlocks(HkdBreakableBodyInfo b)
        {
            ProfilerShort.Begin("DBHelper");
            var dbHelper = new HkdBreakableBodyHelper(b);
            ProfilerShort.BeginNextBlock("GetRBMatrix");
            var bodyMatrix = dbHelper.GetRigidBodyMatrix();
            ProfilerShort.BeginNextBlock("SearchChildren");
            dbHelper.GetChildren(m_children);
            foreach (var child in m_children)
            {
                if (!child.IsFracturePiece())
                    continue;
                //var blockPosWorld = ClusterToWorld(Vector3.Transform(child.GetTransform().Translation, bodyMatrix));
                var bShape = child.Shape;
                HkVec3IProperty pProp = bShape.GetProperty(HkdBreakableShape.PROPERTY_GRID_POSITION);
                var blockPos = pProp.Value; //Vector3I.Round(child.GetTransform().Translation / m_grid.GridSize);
                if (!m_grid.CubeExists(blockPos))
                {
                    //Debug.Fail("FindFracturedBlocks:Fracture piece missing block");//safe to ignore
                    continue;
                }

                if (MyFakes.ENABLE_FRACTURE_COMPONENT)
                {
                    var block = m_grid.GetCubeBlock(blockPos);
                    if (block == null)
                        continue;

                    if (!FindFractureComponentBlocks(block, child))
                        continue;
                }
                else
                {
                    if (!m_fracturedBlocksShapes.ContainsKey(blockPos))
                        m_fracturedBlocksShapes[blockPos] = new List<HkdShapeInstanceInfo>();
                    m_fracturedBlocksShapes[blockPos].Add(child);
                }
            }
            ProfilerShort.BeginNextBlock("CreateFreacturedBlocks");
            if (!MyFakes.ENABLE_FRACTURE_COMPONENT)
            {
                foreach (var key in m_fracturedBlocksShapes.Keys)
                {
                    HkdBreakableShape shape;
                    var shapeList = m_fracturedBlocksShapes[key];
                    foreach (var s in shapeList)
                    {
                        var matrix = s.GetTransform();
                        matrix.Translation = Vector3.Zero;
                        s.SetTransform(ref matrix);
                    }
                    ProfilerShort.Begin("CreateShape");
                    HkdBreakableShape compound = new HkdCompoundBreakableShape(null, shapeList);
                    ((HkdCompoundBreakableShape)compound).RecalcMassPropsFromChildren();
                    var mp = new HkMassProperties();
                    compound.BuildMassProperties(ref mp);
                    shape = compound;
                    var sh = compound.GetShape();
                    shape = new HkdBreakableShape(sh, ref mp);
                    //shape.SetMassProperties(mp); //important! pass mp to constructor
                    foreach (var si in shapeList)
                    {
                        var siRef = si;
                        shape.AddShape(ref siRef);
                    }
                    compound.RemoveReference();
                    ProfilerShort.BeginNextBlock("Connect");
                    //shape.SetChildrenParent(shape);
                    ConnectPiecesInBlock(shape, shapeList);
                    ProfilerShort.End();

                    var info = new MyFracturedBlock.Info()
                    {
                        Shape = shape,
                        Position = key,
                        Compound = true,
                    };
                    var originalBlock = m_grid.GetCubeBlock(key);
                    if (originalBlock == null)
                    {
                        //Debug.Fail("Missing fracture piece original block.");//safe to ignore
                        shape.RemoveReference();
                        continue;
                    }
                    Debug.Assert(originalBlock != null);
                    if (originalBlock.FatBlock is MyFracturedBlock)
                    {
                        var fractured = originalBlock.FatBlock as MyFracturedBlock;
                        info.OriginalBlocks = fractured.OriginalBlocks;
                        info.Orientations = fractured.Orientations;
                        info.MultiBlocks = fractured.MultiBlocks;
                    }
                    else if (originalBlock.FatBlock is MyCompoundCubeBlock)
                    {
                        info.OriginalBlocks = new List<MyDefinitionId>();
                        info.Orientations = new List<MyBlockOrientation>();
                        MyCompoundCubeBlock compoundBlock = originalBlock.FatBlock as MyCompoundCubeBlock;
                        bool hasMultiBlockPart = false;
                        var blocksInCompound = compoundBlock.GetBlocks();
                        foreach (var block in blocksInCompound)
//.........这里部分代码省略.........
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:101,代码来源:MyGridPhysics.Destruction.cs


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