本文整理汇总了C#中Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPhysicsScene.AddPhysicsActorTaint方法的典型用法代码示例。如果您正苦于以下问题:C# AuroraODEPhysicsScene.AddPhysicsActorTaint方法的具体用法?C# AuroraODEPhysicsScene.AddPhysicsActorTaint怎么用?C# AuroraODEPhysicsScene.AddPhysicsActorTaint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Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPhysicsScene
的用法示例。
在下文中一共展示了AuroraODEPhysicsScene.AddPhysicsActorTaint方法的3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: AuroraODECharacter
public AuroraODECharacter(String avName, AuroraODEPhysicsScene parent_scene, Vector3 pos, Quaternion rotation, Vector3 size)
{
m_uuid = UUID.Random();
m_taintRotation = rotation;
// _orientation = rotation;
// _lastorientation = rotation;
if (pos.IsFinite())
{
if (pos.Z > 9999999f || pos.Z <-90f)
{
// pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
pos.Z = parent_scene.GetTerrainHeightAtXY(parent_scene.Region.RegionSizeX * 0.5f, parent_scene.Region.RegionSizeY * 0.5f) + 5.0f;
}
_position = pos;
m_taintPosition.X = pos.X;
m_taintPosition.Y = pos.Y;
m_taintPosition.Z = pos.Z;
}
else
{
_position.X = (float)parent_scene.Region.RegionSizeX * 0.5f;
_position.Y = (float)parent_scene.Region.RegionSizeY * 0.5f;
_position.Z = parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + 10f;
m_taintPosition.X = _position.X;
m_taintPosition.Y = _position.Y;
m_taintPosition.Z = _position.Z;
m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
}
_parent_scene = parent_scene;
CAPSULE_RADIUS = parent_scene.avCapRadius;
// m_StandUpRotation =
// new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
// 0.5f);
CAPSULE_LENGTH = (size.Z * 1.1f) - CAPSULE_RADIUS * 2.0f;
if ((m_collisionFlags & CollisionCategories.Land) == 0)
AvatarHalfsize = CAPSULE_LENGTH * 0.5f + CAPSULE_RADIUS;
else
AvatarHalfsize = CAPSULE_LENGTH * 0.5f + CAPSULE_RADIUS - 0.3f;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
m_isPhysical = false; // current status: no ODE information exists
m_tainted_isPhysical = true; // new tainted status: need to create ODE information
_parent_scene.AddPhysicsActorTaint(this);
m_UpdateTimecntr = 0;
m_UpdateFPScntr = 2.5f * parent_scene.StepTime; // this parameter needs retunning and possible came from ini file
if (m_UpdateTimecntr > .1f) // try to keep it under 100ms
m_UpdateTimecntr = .1f;
m_name = avName;
}
示例2: AuroraODEPrim
public AuroraODEPrim(String primName, AuroraODEPhysicsScene parent_scene, Vector3 pos, Vector3 size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
{
m_vehicle = new AuroraODEDynamics();
//gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
ode = dode;
if (!pos.IsFinite())
{
pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
}
_position = pos;
m_taintposition = pos;
PID_D = parent_scene.bodyPIDD;
PID_G = parent_scene.bodyPIDG;
m_density = parent_scene.geomDefaultDensity;
// m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
prim_geom = IntPtr.Zero;
prev_geom = IntPtr.Zero;
if (!pos.IsFinite())
{
size = new Vector3(0.5f, 0.5f, 0.5f);
m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
}
if (size.X <= 0) size.X = 0.01f;
if (size.Y <= 0) size.Y = 0.01f;
if (size.Z <= 0) size.Z = 0.01f;
_size = size;
m_taintsize = _size;
if (!QuaternionIsFinite(rotation))
{
rotation = Quaternion.Identity;
m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
}
_orientation = rotation;
m_taintrot = _orientation;
_mesh = mesh;
_pbs = pbs;
_parent_scene = parent_scene;
m_targetSpace = (IntPtr)0;
if (pos.Z < 0)
m_isphysical = false;
else
{
m_isphysical = pisPhysical;
// If we're physical, we need to be in the master space for now.
// linksets *should* be in a space together.. but are not currently
if (m_isphysical)
m_targetSpace = _parent_scene.space;
}
m_primName = primName;
m_taintadd = true;
_parent_scene.AddPhysicsActorTaint(this);
// don't do .add() here; old geoms get recycled with the same hash
}
示例3: AuroraODECharacter
public AuroraODECharacter(String avName, AuroraODEPhysicsScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
{
m_uuid = UUID.Random();
if (pos.IsFinite())
{
if (pos.Z > 9999999f)
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
if (pos.Z < -90000f)
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
_position = pos;
m_taintPosition.X = pos.X;
m_taintPosition.Y = pos.Y;
m_taintPosition.Z = pos.Z;
}
else
{
_position = new Vector3(((float)parent_scene.WorldExtents.X * 0.5f), ((float)parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
m_taintPosition.X = _position.X;
m_taintPosition.Y = _position.Y;
m_taintPosition.Z = _position.Z;
m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
}
_parent_scene = parent_scene;
PID_D = pid_d;
PID_P = pid_p;
CAPSULE_RADIUS = capsule_radius;
m_tensor = tensor;
m_density = density;
heightFudgeFactor = height_fudge_factor;
walkDivisor = walk_divisor;
runDivisor = rundivisor;
// m_StandUpRotation =
// new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
// 0.5f);
for (int i = 0; i < 11; i++)
{
m_colliderarr[i] = false;
}
CAPSULE_LENGTH = (size.Z * 1.1f) - CAPSULE_RADIUS * 2.0f;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
m_isPhysical = false; // current status: no ODE information exists
m_tainted_isPhysical = true; // new tainted status: need to create ODE information
_parent_scene.AddPhysicsActorTaint(this);
m_name = avName;
}