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C# PhysicsActor.SubscribedEvents方法代码示例

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


在下文中一共展示了PhysicsActor.SubscribedEvents方法的6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: collision_accounting_events

        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
        {
            if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
                return;
            FireCollisionEvent (p1, p2, contact);

            p1.AddCollisionEvent (p2.LocalID, contact);
            p2.AddCollisionEvent (p1.LocalID, contact);
        }
开发者ID:salahzar,项目名称:Aurora-Sim,代码行数:9,代码来源:AODEPhysicsScene.cs

示例2: collision_accounting_events

        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
            {
            // obj1LocalID = 0;
            //returncollisions = false;
            obj2LocalID = 0;
            //ctype = 0;
            //cStartStop = 0;
            if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
                return;

            switch ((ActorTypes)p1.PhysicsActorType)
                {
                case ActorTypes.Agent:
                    cc1 = (OdeCharacter)p1;
                    switch ((ActorTypes)p2.PhysicsActorType)
                        {
                        case ActorTypes.Agent:
                            cc2 = (OdeCharacter)p2;
                            obj2LocalID = cc2.m_localID;
                            if (p2.SubscribedEvents())
                                cc2.AddCollisionEvent(cc1.m_localID, contact);
                            break;

                        case ActorTypes.Prim:
                            if (p2 is OdePrim)
                                {
                                cp2 = (OdePrim)p2;
                                obj2LocalID = cp2.m_localID;
                                if (p2.SubscribedEvents())
                                    cp2.AddCollisionEvent(cc1.m_localID, contact);
                                }
                            break;

                        case ActorTypes.Ground:
                        case ActorTypes.Unknown:
                        default:
                            obj2LocalID = 0;
                            break;
                        }
                    if (p1.SubscribedEvents())
                        {
                        contact.SurfaceNormal = -contact.SurfaceNormal;
                        cc1.AddCollisionEvent(obj2LocalID, contact);
                        }
                    break;

                case ActorTypes.Prim:

                    if (p1 is OdePrim)
                        {
                        cp1 = (OdePrim)p1;

                        // obj1LocalID = cp2.m_localID;
                        switch ((ActorTypes)p2.PhysicsActorType)
                            {
                            case ActorTypes.Agent:
                                if (p2 is OdeCharacter)
                                    {
                                    cc2 = (OdeCharacter)p2;
                                    obj2LocalID = cc2.m_localID;
                                    if (p2.SubscribedEvents())
                                        cc2.AddCollisionEvent(cp1.m_localID, contact);
                                    }
                                break;
                            case ActorTypes.Prim:

                                if (p2 is OdePrim)
                                    {
                                    cp2 = (OdePrim)p2;
                                    obj2LocalID = cp2.m_localID;
                                    if (p2.SubscribedEvents())
                                        cp2.AddCollisionEvent(cp1.m_localID, contact);
                                    }
                                break;

                            case ActorTypes.Ground:
                            case ActorTypes.Unknown:
                            default:
                                obj2LocalID = 0;
                                break;
                            }
                        if (p1.SubscribedEvents())
                            {
                            contact.SurfaceNormal = -contact.SurfaceNormal;
                            cp1.AddCollisionEvent(obj2LocalID, contact);
                            }
                        }
                    break;
                }
            }
开发者ID:UbitUmarov,项目名称:Ubit-opensim,代码行数:90,代码来源:OdeScene.cs

示例3: collision_accounting_events

        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
        {
            // obj1LocalID = 0;
            //returncollisions = false;
            obj2LocalID = 0;
            //ctype = 0;
            //cStartStop = 0;
            if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
                return;

            switch ((ActorTypes)p2.PhysicsActorType)
            {
                case ActorTypes.Agent:
                    cc2 = (OdeCharacter)p2;

                    // obj1LocalID = cc2.m_localID;
                    switch ((ActorTypes)p1.PhysicsActorType)
                    {
                        case ActorTypes.Agent:
                            cc1 = (OdeCharacter)p1;
                            obj2LocalID = cc1.m_localID;
                            cc1.AddCollisionEvent(cc2.m_localID, contact);
                            //ctype = (int)CollisionCategories.Character;

                            //if (cc1.CollidingObj)
                            //cStartStop = (int)StatusIndicators.Generic;
                            //else
                            //cStartStop = (int)StatusIndicators.Start;

                            //returncollisions = true;
                            break;
                        case ActorTypes.Prim:
                            if (p1 is OdePrim)
                            {
                                cp1 = (OdePrim) p1;
                                obj2LocalID = cp1.m_localID;
                                cp1.AddCollisionEvent(cc2.m_localID, contact);
                            }
                            //ctype = (int)CollisionCategories.Geom;

                            //if (cp1.CollidingObj)
                            //cStartStop = (int)StatusIndicators.Generic;
                            //else
                            //cStartStop = (int)StatusIndicators.Start;

                            //returncollisions = true;
                            break;

                        case ActorTypes.Ground:
                        case ActorTypes.Unknown:
                            obj2LocalID = 0;
                            //ctype = (int)CollisionCategories.Land;
                            //returncollisions = true;
                            break;
                    }

                    cc2.AddCollisionEvent(obj2LocalID, contact);
                    break;
                case ActorTypes.Prim:

                    if (p2 is OdePrim)
                    {
                        cp2 = (OdePrim) p2;

                        // obj1LocalID = cp2.m_localID;
                        switch ((ActorTypes) p1.PhysicsActorType)
                        {
                            case ActorTypes.Agent:
                                if (p1 is OdeCharacter)
                                {
                                    cc1 = (OdeCharacter) p1;
                                    obj2LocalID = cc1.m_localID;
                                    cc1.AddCollisionEvent(cp2.m_localID, contact);
                                    //ctype = (int)CollisionCategories.Character;

                                    //if (cc1.CollidingObj)
                                    //cStartStop = (int)StatusIndicators.Generic;
                                    //else
                                    //cStartStop = (int)StatusIndicators.Start;
                                    //returncollisions = true;
                                }
                                break;
                            case ActorTypes.Prim:

                                if (p1 is OdePrim)
                                {
                                    cp1 = (OdePrim) p1;
                                    obj2LocalID = cp1.m_localID;
                                    cp1.AddCollisionEvent(cp2.m_localID, contact);
                                    //ctype = (int)CollisionCategories.Geom;

                                    //if (cp1.CollidingObj)
                                    //cStartStop = (int)StatusIndicators.Generic;
                                    //else
                                    //cStartStop = (int)StatusIndicators.Start;

                                    //returncollisions = true;
                                }
                                break;

//.........这里部分代码省略.........
开发者ID:shangcheng,项目名称:Aurora,代码行数:101,代码来源:OdePlugin.cs

示例4: collision_accounting_events

        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
        {
            obj2LocalID = 0;
            if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
                return;

            switch ((ActorTypes)p2.PhysicsActorType)
            {
                case ActorTypes.Agent:
                    cc2 = (AuroraODECharacter)p2;

                    switch ((ActorTypes)p1.PhysicsActorType)
                    {
                        case ActorTypes.Agent:
                            cc1 = (AuroraODECharacter)p1;
                            obj2LocalID = cc1.m_localID;
                            cc1.AddCollisionEvent(cc2.m_localID, contact);
                            break;
                        case ActorTypes.Prim:
                            if (p1 is AuroraODEPrim)
                            {
                                cp1 = (AuroraODEPrim)p1;
                                obj2LocalID = cp1.m_localID;
                                cp1.AddCollisionEvent(cc2.m_localID, contact);
                            }
                            break;

                        case ActorTypes.Ground:
                        case ActorTypes.Unknown:
                            obj2LocalID = 0;
                            break;
                    }

                    cc2.AddCollisionEvent(obj2LocalID, contact);
                    break;
                case ActorTypes.Prim:

                    if (p2 is AuroraODEPrim)
                    {
                        cp2 = (AuroraODEPrim)p2;

                        switch ((ActorTypes)p1.PhysicsActorType)
                        {
                            case ActorTypes.Agent:
                                if (p1 is AuroraODECharacter)
                                {
                                    cc1 = (AuroraODECharacter)p1;
                                    obj2LocalID = cc1.m_localID;
                                    cc1.AddCollisionEvent(cp2.m_localID, contact);
                                }
                                break;
                            case ActorTypes.Prim:

                                if (p1 is AuroraODEPrim)
                                {
                                    cp1 = (AuroraODEPrim)p1;
                                    obj2LocalID = cp1.m_localID;
                                    cp1.AddCollisionEvent(cp2.m_localID, contact);
                                }
                                break;

                            case ActorTypes.Ground:
                            case ActorTypes.Unknown:
                                obj2LocalID = 0;
                                break;
                        }

                        cp2.AddCollisionEvent(obj2LocalID, contact);
                    }
                    break;
            }
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:72,代码来源:AODEPhysicsScene.cs

示例5: collision_accounting_events

        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
        {
            uint obj2LocalID = 0;

            bool p1events = p1.SubscribedEvents();
            bool p2events = p2.SubscribedEvents();

            if (p1.IsVolumeDtc)
                p2events = false;
            if (p2.IsVolumeDtc)
                p1events = false;

            if (!p2events && !p1events)
                return;

            Vector3 vel = Vector3.Zero;
            if (p2 != null && p2.IsPhysical)
                vel = p2.rootVelocity;

            if (p1 != null && p1.IsPhysical)
                vel -= p1.rootVelocity;

            contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);

            switch ((ActorTypes)p1.PhysicsActorType)
            {
                case ActorTypes.Agent:
                case ActorTypes.Prim:
                {
                    switch ((ActorTypes)p2.PhysicsActorType)
                    {
                        case ActorTypes.Agent:
                        case ActorTypes.Prim:
                            if (p2events)
                            {
                                AddCollisionEventReporting(p2);
                                p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
                            }
                            obj2LocalID = p2.ParentActor.LocalID;
                            break;

                        case ActorTypes.Ground:
                        case ActorTypes.Unknown:
                        default:
                            obj2LocalID = 0;
                            break;
                    }
                    if (p1events)
                    {
                        contact.SurfaceNormal = -contact.SurfaceNormal;
                        contact.RelativeSpeed = -contact.RelativeSpeed;
                        AddCollisionEventReporting(p1);
                        p1.AddCollisionEvent(obj2LocalID, contact);
                    }
                    break;
                }
                case ActorTypes.Ground:
                case ActorTypes.Unknown:
                default:
                {
                    if (p2events && !p2.IsVolumeDtc)
                    {
                        AddCollisionEventReporting(p2);
                        p2.AddCollisionEvent(0, contact);
                    }
                    break;
                }
            }
        }
开发者ID:emperorstarfinder,项目名称:Opensim2,代码行数:69,代码来源:ODEScene.cs

示例6: collision_accounting_events

        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
        {
            // obj1LocalID = 0;
            //returncollisions = false;
            obj2LocalID = 0;
            //ctype = 0;
            //cStartStop = 0;
//            if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
//                return;
            bool p1events = p1.SubscribedEvents();
            bool p2events = p2.SubscribedEvents();

            if (p1.IsVolumeDtc)
                p2events = false;
            if (p2.IsVolumeDtc)
                p1events = false;

            if (!p2events && !p1events)
                return;

            Vector3 vel = Vector3.Zero;
            if (p2 != null && p2.IsPhysical)
                vel = p2.Velocity;

            if (p1 != null && p1.IsPhysical)
                vel -= p1.Velocity;

            contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);

            switch ((ActorTypes)p2.PhysicsActorType)
            {
                case ActorTypes.Agent:
                    cc2 = (OdeCharacter)p2;

                    // obj1LocalID = cc2.m_localID;
                    switch ((ActorTypes)p1.PhysicsActorType)
                    {
                        case ActorTypes.Agent:
                            cc1 = (OdeCharacter)p1;
                            obj2LocalID = cc1.LocalID;
                            cc1.AddCollisionEvent(cc2.LocalID, contact);
                            break;

                        case ActorTypes.Prim:
                            if (p1 is OdePrim)
                            {
                                cp1 = (OdePrim) p1;
                                obj2LocalID = cp1.LocalID;
                                cp1.AddCollisionEvent(cc2.LocalID, contact);
                            }
                            break;

                        case ActorTypes.Ground:
                        case ActorTypes.Unknown:
                            obj2LocalID = 0;
                            break;
                    }

                    cc2.AddCollisionEvent(obj2LocalID, contact);
                    break;

                case ActorTypes.Prim:

                    if (p2 is OdePrim)
                    {
                        cp2 = (OdePrim) p2;

                        // obj1LocalID = cp2.m_localID;
                        switch ((ActorTypes) p1.PhysicsActorType)
                        {
                            case ActorTypes.Agent:
                                if (p1 is OdeCharacter)
                                {
                                    cc1 = (OdeCharacter) p1;
                                    obj2LocalID = cc1.LocalID;
                                    cc1.AddCollisionEvent(cp2.LocalID, contact);
                                }
                                break;
                            case ActorTypes.Prim:

                                if (p1 is OdePrim)
                                {
                                    cp1 = (OdePrim) p1;
                                    obj2LocalID = cp1.LocalID;
                                    cp1.AddCollisionEvent(cp2.LocalID, contact);
                                }
                                break;

                            case ActorTypes.Ground:
                            case ActorTypes.Unknown:
                                obj2LocalID = 0;
                                break;
                        }

                        cp2.AddCollisionEvent(obj2LocalID, contact);
                    }
                    break;
            }
        }
开发者ID:TomDataworks,项目名称:opensim,代码行数:99,代码来源:OdeScene.cs


注:本文中的PhysicsActor.SubscribedEvents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。