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C# PhysicsScene类代码示例

本文整理汇总了C#中PhysicsScene的典型用法代码示例。如果您正苦于以下问题:C# PhysicsScene类的具体用法?C# PhysicsScene怎么用?C# PhysicsScene使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


PhysicsScene类属于命名空间,在下文中一共展示了PhysicsScene类的15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: TestScene

 public TestScene(
     RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene,
     SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService,
     IConfigSource config, string simulatorVersion)
     : base(regInfo, authen, physicsScene, sceneGridService, simDataService, estateDataService,
            config, simulatorVersion)
 {
 }
开发者ID:ffoliveira,项目名称:opensimulator,代码行数:8,代码来源:TestScene.cs

示例2: Create

 public Simulation Create(PhysicsProcessor sceneProcessor, PhysicsEngineFlags flags = PhysicsEngineFlags.None)
 {
     var scene = new PhysicsScene { Processor = sceneProcessor, Simulation = new Simulation(flags) };
     lock (this)
     {
         scenes.Add(scene);
     }
     return scene.Simulation;
 }
开发者ID:hsabaleuski,项目名称:paradox,代码行数:9,代码来源:Bullet2PhysicsSystem.cs

示例3: Initialize

        public void Initialize()
        {
            IConfigSource openSimINI = new IniConfigSource();
            IConfig startupConfig = openSimINI.AddConfig("Startup");
            startupConfig.Set("physics", "OpenDynamicsEngine");
            startupConfig.Set("DecodedSculptMapPath", "j2kDecodeCache");

            Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);

            //PhysicsScene pScene = physicsPluginManager.GetPhysicsScene(
            //                "BulletSim", "Meshmerizer", openSimINI, "BSTestRegion", regionExtent);
            RegionInfo info = new RegionInfo();
            info.RegionName = "ODETestRegion";
            info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
            OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info);

            //IMesher mesher = new OpenSim.Region.PhysicsModules.Meshing.Meshmerizer();
            //INonSharedRegionModule mod = mesher as INonSharedRegionModule;
            //mod.Initialise(openSimINI);
            //mod.AddRegion(scene);
            //mod.RegionLoaded(scene);

            pScene = new OdeScene();
            Console.WriteLine("HERE " + (pScene == null ? "Null" : "Not null"));
            INonSharedRegionModule mod = (pScene as INonSharedRegionModule);
            Console.WriteLine("HERE " + (mod == null ? "Null" : "Not null"));
            mod.Initialise(openSimINI);
            mod.AddRegion(scene);
            mod.RegionLoaded(scene);

            // Loading ODEPlugin
            //cbt = new OdePlugin();
            // Getting Physics Scene
            //ps = cbt.GetScene("test");
            // Initializing Physics Scene.
            //ps.Initialise(imp.GetMesher(TopConfig), null, Vector3.Zero);
            float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
            for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
            {
                _heightmap[i] = 21f;
            }
            pScene.SetTerrain(_heightmap);
        }
开发者ID:Gitlab11,项目名称:opensim,代码行数:43,代码来源:ODETestClass.cs

示例4: PhysicalSpriteUV

    public PhysicalSpriteUV(TextureInfo textureInfo, PhysicsScene physicsScene, bool circle = false)
        : base(textureInfo)
    {
        // Texture Setup
            Quad.S = TextureInfo.TextureSizef;
            Pivot = new Vector2(TextureInfo.Texture.Width / 2f, TextureInfo.Texture.Height / 2f );

            // Physics Setup (get the indicies we will be using
            PhysicsScene = physicsScene;
            ShapeIndex = PhysicsScene.NumShape;
            BodyIndex = PhysicsScene.NumBody;
            JointIndex = -1;

            // Create shapes (will want to let the programmer pass in things like friction and rotation at some point, AND SPECIFY CIRCLE OR SQUARE SHAPE)
            PhysicsShape shape;
            if(!circle)
            {
                shape = new PhysicsShape(new Vector2(textureInfo.Texture.Width/2, textureInfo.Texture.Height/2));
            }
            else
            {
                shape = new PhysicsShape(textureInfo.Texture.Width/2);
            }

            // Why 100?
            PhysicsBody body = new PhysicsBody(shape, 100);
            body.ShapeIndex = (uint)ShapeIndex;

            PhysicsScene.sceneShapes[ShapeIndex] = shape;
            PhysicsScene.sceneBodies[BodyIndex] = body;
            //PhysicsScene.sceneBodies[BodyIndex].Rotation = 0.1f;
            //PhysicsScene.sceneBodies[BodyIndex].AirFriction = 0.01f;

            PhysicsScene.NumShape++;
            PhysicsScene.NumBody++;
    }
开发者ID:edibletoaster,项目名称:PSM-Game,代码行数:36,代码来源:PhysicalSpriteUV.cs

示例5: Scene

        public Scene(RegionInfo regInfo, AgentCircuitManager authen, PhysicsScene physicsScene,
                     SceneCommunicationService sceneGridService,
                     ISimulationDataService simDataService, IEstateDataService estateDataService,
                     IConfigSource config, string simulatorVersion)
            : this(regInfo, physicsScene)
        {
            m_config = config;
            MinFrameTime = 0.089f;
            MinMaintenanceTime = 1;
            SeeIntoRegion = true;

            Random random = new Random();

            m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
            m_authenticateHandler = authen;
            m_sceneGridService = sceneGridService;
            m_SimulationDataService = simDataService;
            m_EstateDataService = estateDataService;
            m_regionHandle = RegionInfo.RegionHandle;

            m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
            m_asyncSceneObjectDeleter.Enabled = true;

            m_asyncInventorySender = new AsyncInventorySender(this);

            #region Region Settings

            // Load region settings
            // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
            // However, in this case, the default textures are not set in memory properly, so we need to do it here and
            // resave.
            // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
            // region is set up and avoid these gyrations.
            RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
            m_extraSettings = simDataService.GetExtra(RegionInfo.RegionID);

            bool updatedTerrainTextures = false;
            if (rs.TerrainTexture1 == UUID.Zero)
            {
                rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
                updatedTerrainTextures = true;
            }

            if (rs.TerrainTexture2 == UUID.Zero)
            {
                rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
                updatedTerrainTextures = true;
            }

            if (rs.TerrainTexture3 == UUID.Zero)
            {
                rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
                updatedTerrainTextures = true;
            }

            if (rs.TerrainTexture4 == UUID.Zero)
            {
                rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
                updatedTerrainTextures = true;
            }

            if (updatedTerrainTextures)
                rs.Save();

            RegionInfo.RegionSettings = rs;

            if (estateDataService != null)
                RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);

            #endregion Region Settings

            //Bind Storage Manager functions to some land manager functions for this scene
            EventManager.OnLandObjectAdded +=
                new EventManager.LandObjectAdded(simDataService.StoreLandObject);
            EventManager.OnLandObjectRemoved +=
                new EventManager.LandObjectRemoved(simDataService.RemoveLandObject);

            RegisterDefaultSceneEvents();

            // XXX: Don't set the public property since we don't want to activate here.  This needs to be handled 
            // better in the future.
            m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;

            PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;

            m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";

            #region Region Config

            // Region config overrides global config
            //
            if (m_config.Configs["Startup"] != null)
            {
                IConfig startupConfig = m_config.Configs["Startup"];

                StartDisabled = startupConfig.GetBoolean("StartDisabled", false);

                m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
                UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
                if (!UseBackup)
//.........这里部分代码省略.........
开发者ID:ffoliveira,项目名称:opensimulator,代码行数:101,代码来源:Scene.cs

示例6: UnCombine

 // Unhook all the combining that I know about.
 public void UnCombine(PhysicsScene pScene)
 {
     // Just like ODE, for the moment a NOP
     DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
 }
开发者ID:CCIR,项目名称:opensim,代码行数:6,代码来源:BSTerrainManager.cs

示例7: MainScene_PostStep

		void MainScene_PostStep( PhysicsScene scene )
		{
			if( mainBody != null && !mainBody.Sleeping )
				UpdateRotation( false );
		}
开发者ID:whztt07,项目名称:NeoAxisCommunity,代码行数:5,代码来源:Character.cs

示例8: SceneHelpers

        public SceneHelpers(CoreAssetCache cache)
        {
            SceneManager = new SceneManager();

            m_assetService          = StartAssetService(cache);
            m_authenticationService = StartAuthenticationService();
            m_inventoryService      = StartInventoryService();
            m_gridService           = StartGridService();
            m_userAccountService    = StartUserAccountService();
            m_presenceService       = StartPresenceService();

            m_inventoryService.PostInitialise();
            m_assetService.PostInitialise();
            m_userAccountService.PostInitialise();
            m_presenceService.PostInitialise();

            m_cache = cache;

            m_physicsScene = StartPhysicsScene();

            SimDataService 
                = OpenSim.Server.Base.ServerUtils.LoadPlugin<ISimulationDataService>("OpenSim.Tests.Common.dll", null);
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:23,代码来源:SceneHelpers.cs

示例9: Combine

 // This routine is called two ways:
 //    One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
 //        extent of the combined regions. This is to inform the parent of the size
 //        of the combined regions.
 //    and one with 'offset' as the offset of the child region to the base region,
 //        'pScene' pointing to the parent and 'extents' of zero. This informs the
 //        child of its relative base and new parent.
 public void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
 {
     m_worldOffset = offset;
     m_worldMax = extents;
     MegaRegionParentPhysicsScene = pScene;
     if (pScene != null)
     {
         // We are a child.
         // We want m_worldMax to be the highest coordinate of our piece of terrain.
         m_worldMax = offset + DefaultRegionSize;
     }
     DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
                     BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
 }
开发者ID:justasabc,项目名称:opensim75grid,代码行数:21,代码来源:BSTerrainManager.cs

示例10: BSTerrainManager

    public BSTerrainManager(BSScene physicsScene)
    {
        PhysicsScene = physicsScene;
        m_terrains = new Dictionary<Vector3,BSTerrainPhys>();

        // Assume one region of default size
        m_worldOffset = Vector3.Zero;
        m_worldMax = new Vector3(DefaultRegionSize);
        MegaRegionParentPhysicsScene = null;
    }
开发者ID:justasabc,项目名称:opensim75grid,代码行数:10,代码来源:BSTerrainManager.cs

示例11: AddPhysicsStats

        public virtual void AddPhysicsStats(UUID RegionID, PhysicsScene scene)
        {
            lock (m_currentPhysicsStats)
            {
                PhysicsStats stats;
                if (!m_currentPhysicsStats.TryGetValue(RegionID, out stats))
                {
                    stats = new PhysicsStats();
                    stats.StatAvatarUpdatePosAndVelocity = scene.StatAvatarUpdatePosAndVelocity;
                    stats.StatCollisionOptimizedTime = scene.StatCollisionOptimizedTime;
                    stats.StatPhysicsMoveTime = scene.StatPhysicsMoveTime;
                    stats.StatPhysicsTaintTime = scene.StatPhysicsTaintTime;
                    stats.StatPrimUpdatePosAndVelocity = scene.StatPrimUpdatePosAndVelocity;
                    stats.StatSendCollisionsTime = scene.StatSendCollisionsTime;
                    stats.StatUnlockedArea = scene.StatUnlockedArea;
                    stats.StatFindContactsTime = scene.StatFindContactsTime;
                    stats.StatContactLoopTime = scene.StatContactLoopTime;
                    stats.StatCollisionAccountingTime = scene.StatCollisionAccountingTime;
                }
                else
                {
                    stats.StatAvatarUpdatePosAndVelocity += scene.StatAvatarUpdatePosAndVelocity;
                    stats.StatCollisionOptimizedTime += scene.StatCollisionOptimizedTime;
                    stats.StatPhysicsMoveTime += scene.StatPhysicsMoveTime;
                    stats.StatPhysicsTaintTime += scene.StatPhysicsTaintTime;
                    stats.StatPrimUpdatePosAndVelocity += scene.StatPrimUpdatePosAndVelocity;
                    stats.StatSendCollisionsTime += scene.StatSendCollisionsTime;
                    stats.StatUnlockedArea += scene.StatUnlockedArea;
                    stats.StatFindContactsTime += scene.StatFindContactsTime;
                    stats.StatContactLoopTime += scene.StatContactLoopTime;
                    stats.StatCollisionAccountingTime += scene.StatCollisionAccountingTime;
                }

                m_currentPhysicsStats[RegionID] = stats;

                PhysicsStats ProfilerStats = new PhysicsStats();
                ProfilerStats.StatAvatarUpdatePosAndVelocity = scene.StatAvatarUpdatePosAndVelocity;
                ProfilerStats.StatCollisionOptimizedTime = scene.StatCollisionOptimizedTime;
                ProfilerStats.StatPhysicsMoveTime = scene.StatPhysicsMoveTime;
                ProfilerStats.StatPhysicsTaintTime = scene.StatPhysicsTaintTime;
                ProfilerStats.StatPrimUpdatePosAndVelocity = scene.StatPrimUpdatePosAndVelocity;
                ProfilerStats.StatSendCollisionsTime = scene.StatSendCollisionsTime;
                ProfilerStats.StatUnlockedArea = scene.StatUnlockedArea;
                ProfilerStats.StatFindContactsTime = scene.StatFindContactsTime;
                ProfilerStats.StatContactLoopTime = scene.StatContactLoopTime;
                ProfilerStats.StatCollisionAccountingTime = scene.StatCollisionAccountingTime;

                //Add the stats to the profiler
                Profiler p = ProfilerManager.GetProfiler();
                p.AddStat("CurrentStatAvatarUpdatePosAndVelocity " + RegionID,
                    ProfilerStats.StatAvatarUpdatePosAndVelocity);
                p.AddStat("CurrentStatCollisionOptimizedTime " + RegionID,
                    ProfilerStats.StatCollisionOptimizedTime);
                p.AddStat("CurrentStatPhysicsMoveTime " + RegionID,
                    ProfilerStats.StatPhysicsMoveTime);
                p.AddStat("CurrentStatPhysicsTaintTime " + RegionID,
                    ProfilerStats.StatPhysicsTaintTime);
                p.AddStat("CurrentStatPrimUpdatePosAndVelocity " + RegionID,
                    ProfilerStats.StatPrimUpdatePosAndVelocity);
                p.AddStat("CurrentStatSendCollisionsTime " + RegionID,
                    ProfilerStats.StatSendCollisionsTime);
                p.AddStat("CurrentStatUnlockedArea " + RegionID,
                    ProfilerStats.StatUnlockedArea);
                p.AddStat("CurrentStatFindContactsTime " + RegionID,
                    ProfilerStats.StatFindContactsTime);
                p.AddStat("CurrentStatContactLoopTime " + RegionID,
                    ProfilerStats.StatContactLoopTime);
                p.AddStat("CurrentStatCollisionAccountingTime " + RegionID,
                    ProfilerStats.StatCollisionAccountingTime);
            }
        }
开发者ID:mugginsm,项目名称:Aurora-Sim,代码行数:71,代码来源:PhysicsMonitor.cs

示例12: BSTerrainManager

    public BSTerrainManager(BSScene physicsScene)
    {
        PhysicsScene = physicsScene;
        m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
        m_terrainModified = false;

        // Assume one region of default size
        m_worldOffset = Vector3.Zero;
        m_worldMax = new Vector3(DefaultRegionSize);
        MegaRegionParentPhysicsScene = null;
    }
开发者ID:CCIR,项目名称:opensim,代码行数:11,代码来源:BSTerrainManager.cs

示例13: Combine

 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
 {
     m_worldOffset = offset;
     WorldExtents = new Vector2(extents.X, extents.Y);
     m_parentScene = pScene;
     
 }
开发者ID:shangcheng,项目名称:Aurora,代码行数:7,代码来源:OdePlugin.cs

示例14: UnCombine

        public override void UnCombine(PhysicsScene pScene)
        {
            IntPtr localGround = IntPtr.Zero;
//            float[] localHeightfield;
            bool proceed = false;
            List<IntPtr> geomDestroyList = new List<IntPtr>();

            lock (OdeLock)
            {
                if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
                {
                    foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
                    {
                        if (geom == localGround)
                        {
//                            localHeightfield = TerrainHeightFieldHeights[geom];
                            proceed = true;
                        }
                        else
                        {
                            geomDestroyList.Add(geom);
                        }
                    }

                    if (proceed)
                    {
                        m_worldOffset = Vector3.Zero;
                        WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
                        m_parentScene = null;

                        foreach (IntPtr g in geomDestroyList)
                        {
                            // removingHeightField needs to be done or the garbage collector will
                            // collect the terrain data before we tell ODE to destroy it causing 
                            // memory corruption
                            if (TerrainHeightFieldHeights.ContainsKey(g))
                            {
//                                float[] removingHeightField = TerrainHeightFieldHeights[g];
                                TerrainHeightFieldHeights.Remove(g);

                                if (RegionTerrain.ContainsKey(g))
                                {
                                    RegionTerrain.Remove(g);
                                }

                                d.GeomDestroy(g);
                                //removingHeightField = new float[0];
                            }
                        }

                    }
                    else
                    {
                        m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine.  Region has inconsistant data.");

                    }
                }
            }
        }
开发者ID:shangcheng,项目名称:Aurora,代码行数:59,代码来源:OdePlugin.cs

示例15: Combine

 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
开发者ID:Gitlab11,项目名称:opensim,代码行数:1,代码来源:PhysicsScene.cs


注:本文中的PhysicsScene类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。