本文整理汇总了C#中UnityEngine.ToBullet方法的典型用法代码示例。如果您正苦于以下问题:C# UnityEngine.ToBullet方法的具体用法?C# UnityEngine.ToBullet怎么用?C# UnityEngine.ToBullet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UnityEngine
的用法示例。
在下文中一共展示了UnityEngine.ToBullet方法的8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: AddTorque
public void AddTorque(UnityEngine.Vector3 torque)
{
if (isInWorld) {
m_Brigidbody.ApplyTorque(torque.ToBullet());
}
}
示例2: AddForce
public void AddForce(UnityEngine.Vector3 force)
{
if (isInWorld) {
m_Brigidbody.ApplyCentralForce(force.ToBullet());
}
}
示例3: AddForceAtPosition
public void AddForceAtPosition(UnityEngine.Vector3 force, UnityEngine.Vector3 relativePostion)
{
if (isInWorld) {
m_Brigidbody.ApplyForce(force.ToBullet(), relativePostion.ToBullet());
}
}
示例4: CreateFrame
public bool CreateFrame(UnityEngine.Vector3 forward, UnityEngine.Vector3 up, UnityEngine.Vector3 constraintPoint, ref BulletSharp.Math.Matrix m, ref string errorMsg)
{
BulletSharp.Math.Vector4 x;
BulletSharp.Math.Vector4 y;
BulletSharp.Math.Vector4 z;
if (forward == Vector3.zero)
{
errorMsg = "forward vector must not be zero";
return false;
}
forward.Normalize();
if (up == Vector3.zero)
{
errorMsg = "up vector must not be zero";
return false;
}
Vector3 right = Vector3.Cross(forward, up);
if (right == Vector3.zero)
{
errorMsg = "forward and up vector must not be colinear";
return false;
}
up = Vector3.Cross(right, forward);
right.Normalize();
up.Normalize();
x.X = forward.x; x.Y = forward.y; x.Z = forward.z; x.W = 0f;
y.X = up.x; y.Y = up.y; y.Z = up.z; y.W = 0f;
z.X = right.x; z.Y = right.y; z.Z = right.z; z.W = 0f;
m.Row1 = x;
m.Row2 = y;
m.Row3 = z;
m.Origin = constraintPoint.ToBullet();
return true;
}
示例5: AddTorqueImpulse
public void AddTorqueImpulse(UnityEngine.Vector3 impulseTorque)
{
if (isInWorld)
{
m_rigidBody.ApplyTorqueImpulse(impulseTorque.ToBullet());
}
}
示例6: AddImpulseAtPosition
public void AddImpulseAtPosition(UnityEngine.Vector3 impulse, UnityEngine.Vector3 relativePostion)
{
if (isInWorld)
{
m_rigidBody.ApplyImpulse(impulse.ToBullet(), relativePostion.ToBullet());
}
}
示例7: AddImpulse
public void AddImpulse(UnityEngine.Vector3 impulse)
{
if (isInWorld)
{
m_rigidBody.ApplyCentralImpulse(impulse.ToBullet());
}
}
示例8: SimulateBall
//IMPORTANT Time.fixedTime must match the timestep being used here.
public static List<UnityEngine.Vector3> SimulateBall(BRigidBody ballRb, UnityEngine.Vector3 ballThrowForce, int numberOfSimulationSteps, bool reverseOrder)
{
var ballPositions = new List<UnityEngine.Vector3>(numberOfSimulationSteps);
//Create a World
Debug.Log("Initialize physics");
CollisionConfiguration CollisionConf;
CollisionDispatcher Dispatcher;
BroadphaseInterface Broadphase;
CollisionWorld cw;
SequentialImpulseConstraintSolver Solver;
BulletSharp.SoftBody.SoftBodyWorldInfo softBodyWorldInfo;
//This should create a copy of the BPhysicsWorld with the same settings
BPhysicsWorld bw = BPhysicsWorld.Get();
bw.CreatePhysicsWorld(out cw, out CollisionConf, out Dispatcher, out Broadphase, out Solver, out softBodyWorldInfo);
World = (DiscreteDynamicsWorld) cw;
//Copy all existing rigidbodies in scene
// IMPORTANT rigidbodies must be added to the offline world in the same order that they are in the source world
// this is because collisions must be resolved in the same order for the sim to be deterministic
DiscreteDynamicsWorld sourceWorld = (DiscreteDynamicsWorld) bw.world;
BulletSharp.RigidBody bulletBallRb = null;
BulletSharp.Math.Matrix mm = BulletSharp.Math.Matrix.Identity;
for(int i = 0; i < sourceWorld.NumCollisionObjects; i++)
{
CollisionObject co = sourceWorld.CollisionObjectArray[i];
if (co != null && co.UserObject is BRigidBody)
{
BRigidBody rb = (BRigidBody) co.UserObject;
float mass = rb.isDynamic() ? rb.mass : 0f;
BCollisionShape existingShape = rb.GetComponent<BCollisionShape>();
CollisionShape shape = null;
if (existingShape is BSphereShape)
{
shape = ((BSphereShape)existingShape).CopyCollisionShape();
}
else if (existingShape is BBoxShape)
{
shape = ((BBoxShape)existingShape).CopyCollisionShape();
}
RigidBody bulletRB = null;
BulletSharp.Math.Vector3 localInertia = new BulletSharp.Math.Vector3();
rb.CreateOrConfigureRigidBody(ref bulletRB, ref localInertia, shape, null);
BulletSharp.Math.Vector3 pos = rb.GetCollisionObject().WorldTransform.Origin;
BulletSharp.Math.Quaternion rot = rb.GetCollisionObject().WorldTransform.GetOrientation();
BulletSharp.Math.Matrix.AffineTransformation(1f, ref rot, ref pos, out mm);
bulletRB.WorldTransform = mm;
World.AddRigidBody(bulletRB, rb.groupsIBelongTo, rb.collisionMask);
if (rb == ballRb)
{
bulletBallRb = bulletRB;
bulletRB.ApplyCentralImpulse(ballThrowForce.ToBullet());
}
}
}
//Step the simulation numberOfSimulationSteps times
for (int i = 0; i < numberOfSimulationSteps; i++)
{
int numSteps = World.StepSimulation(1f / 60f, 10, 1f / 60f);
ballPositions.Add(bulletBallRb.WorldTransform.Origin.ToUnity());
}
UnityEngine.Debug.Log("ExitPhysics");
if (World != null)
{
//remove/dispose constraints
int i;
for (i = World.NumConstraints - 1; i >= 0; i--)
{
TypedConstraint constraint = World.GetConstraint(i);
World.RemoveConstraint(constraint);
constraint.Dispose();
}
//remove the rigidbodies from the dynamics world and delete them
for (i = World.NumCollisionObjects - 1; i >= 0; i--)
{
CollisionObject obj = World.CollisionObjectArray[i];
RigidBody body = obj as RigidBody;
if (body != null && body.MotionState != null)
{
body.MotionState.Dispose();
}
World.RemoveCollisionObject(obj);
obj.Dispose();
}
World.Dispose();
Broadphase.Dispose();
Dispatcher.Dispose();
CollisionConf.Dispose();
}
if (Broadphase != null)
{
//.........这里部分代码省略.........