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C# PhysX.CreateMaterial方法代码示例

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


在下文中一共展示了PhysX.CreateMaterial方法的4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: Duplicate

 public Material Duplicate(PhysX.Physics physics)
 {
     if (this.MaterialPreset != NO_PRESET)
     {
         return (Material)FindImpl((OpenMetaverse.Material)this.MaterialPreset);
     }
     else
     {
         PhysX.Material baseMaterial = physics.CreateMaterial(StaticFriction, DynamicFriction, Restitution);
         return new Material(baseMaterial, Density, GravityMultiplier);
     }
 }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:12,代码来源:Material.cs

示例2: ToLocalMaterial

 public Material ToLocalMaterial(PhysX.Physics physics)
 {
     if (this.MaterialPreset != NO_PRESET)
     {
         return (Material)FindImpl((OpenMetaverse.Material)this.MaterialPreset);
     }
     else
     {
         _baseMaterial = physics.CreateMaterial(_serializedStaticFriction, _serializedDynamicFriction, _serializedRestitution);
         return this;
     }
 }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:12,代码来源:Material.cs

示例3: Material

 public Material(PhysX.Physics physics, float staticFriction, float dynamicFriction, float restitution, float density, float gravityMultiplier)
 {
     _baseMaterial = physics.CreateMaterial(staticFriction, dynamicFriction, restitution);
     Density = density;
     GravityMultiplier = gravityMultiplier;
 }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:6,代码来源:Material.cs

示例4: BuiltinMaterialInit

        public static void BuiltinMaterialInit(PhysX.Physics physics)
        {
            // PhysX collision forces are very strong, so the ground restitution needs to be lowered significantly.
            GROUND = new Material(physics.CreateMaterial(0.4f, 0.35f, 0.05f), 1200.0f);
            GROUND.IsShared = true;
            // For navigable roads, people need a preset that acts mostly like ground.
            STONE = new Material(physics.CreateMaterial(0.5f, 0.35f, 0.05f), 2400.0f, (int)OpenMetaverse.Material.Stone);
            STONE.IsShared = true;
            METAL = new Material(physics.CreateMaterial(0.3f, 0.25f, 0.4f), 2700.0f, (int)OpenMetaverse.Material.Metal);
            METAL.IsShared = true;
            GLASS = new Material(physics.CreateMaterial(0.2f, 0.15f, 0.7f), 2500.0f, (int)OpenMetaverse.Material.Glass);
            GLASS.IsShared = true;
            WOOD = new Material(physics.CreateMaterial(0.6f, 0.55f, 0.5f), 1000.0f, (int)OpenMetaverse.Material.Wood);
            WOOD.IsShared = true;
            FLESH = new Material(physics.CreateMaterial(0.9f, 0.8f, 0.3f), 1400.0f, (int)OpenMetaverse.Material.Flesh);
            FLESH.IsShared = true;
            PLASTIC = new Material(physics.CreateMaterial(0.4f, 0.35f, 0.7f), 900.0f, (int)OpenMetaverse.Material.Plastic);
            PLASTIC.IsShared = true;
            RUBBER = new Material(physics.CreateMaterial(0.9f, 0.87f, 0.9f), 1100.0f, (int)OpenMetaverse.Material.Rubber);
            RUBBER.IsShared = true;

            MaterialsByOMVEnum = new Material[]
            {
                STONE,  //0...
                METAL,
                GLASS,
                WOOD,
                FLESH,
                PLASTIC,
                RUBBER,
                WOOD    //light.. which makes no sense is remapped to wood
            };
        }
开发者ID:kf6kjg,项目名称:halcyon,代码行数:33,代码来源:Material.cs


注:本文中的PhysX.CreateMaterial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。