本文整理汇总了C#中Scene.GetPhysicsEngine方法的典型用法代码示例。如果您正苦于以下问题:C# Scene.GetPhysicsEngine方法的具体用法?C# Scene.GetPhysicsEngine怎么用?C# Scene.GetPhysicsEngine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类Scene
的用法示例。
在下文中一共展示了Scene.GetPhysicsEngine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: OnAdd
public override void OnAdd(Scene scene)
{
base.OnAdd(scene);
if (false == true && mesh.GetCollisionMesh() != null)
{
Matrix currOrientation = Transformation.GetTransform();
currOrientation.Translation = Vector3.Zero;
Vector3 currPosition = Transformation.GetPosition();
collisionTransform = new JigLibX.Math.Transform(currPosition, currOrientation);
collision = new CollisionSkin(null);
collision.AddPrimitive(mesh.GetCollisionMesh(), (int)MaterialTable.MaterialID.NotBouncyRough);
scene.GetPhysicsEngine().CollisionSystem.AddCollisionSkin(collision);
collision.SetNewTransform(ref collisionTransform);
}
}
示例2: OnAdd
public override void OnAdd(Scene scene)
{
base.OnAdd(scene);
scene.AddActor(this);
PhysicsSystem world = scene.GetPhysicsEngine();
Vector3 pos = Vector3.Up * 256 + 15*(new Vector3((float)RandomHelper.RandomGen.NextDouble(), (float)RandomHelper.RandomGen.NextDouble(), (float)RandomHelper.RandomGen.NextDouble())*2-Vector3.One);
//pos.X += (scene.MainTerrain as TerrainHeightmap).GetWidth()*0.5f;
//pos.Z += (scene.MainTerrain as TerrainHeightmap).GetDepth() * 0.5f;
Vector3 normal = Vector3.Up;
//scene.MainTerrain.GenerateRandomTransform(RandomHelper.RandomGen, out pos, out normal);
//pos = pos + Vector3.Up * 5;
body = new CharacterBody();
collision = new CollisionSkin(body);
standCapsule = new Capsule(Vector3.Zero, Matrix.CreateRotationX(MathHelper.PiOver2), 1.0f, 1.778f);
crouchCapsule = new Capsule(Vector3.Zero, Matrix.CreateRotationX(MathHelper.PiOver2), 1.0f, 1.0f);
SetupPosture(false);
collision.AddPrimitive(standCapsule, (int)MaterialTable.MaterialID.NormalRough);
body.CollisionSkin = collision;
Vector3 com = PhysicsHelper.SetMass(75.0f, body, collision);
body.MoveTo(pos + com, Matrix.Identity);
collision.ApplyLocalTransform(new JigLibX.Math.Transform(-com, Matrix.Identity));
body.SetBodyInvInertia(0.0f, 0.0f, 0.0f);
body.AllowFreezing = false;
body.EnableBody();
Transformation = new Transform(body);
ResetState();
}