本文整理汇总了C#中Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPrim.RaiseOutOfBounds方法的典型用法代码示例。如果您正苦于以下问题:C# AuroraODEPrim.RaiseOutOfBounds方法的具体用法?C# AuroraODEPrim.RaiseOutOfBounds怎么用?C# AuroraODEPrim.RaiseOutOfBounds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.AuroraODEPrim
的用法示例。
在下文中一共展示了AuroraODEPrim.RaiseOutOfBounds方法的1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: MoveLinear
//.........这里部分代码省略.........
{
m_dir.Z = 0f;
}
}
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
// m_VhoverTimescale = 0f; // time to acheive height
// pTimestep is time since last frame,in secs
}
if ((m_flags & (VehicleFlag.NO_X)) != 0)
m_dir.X = 0;
if ((m_flags & (VehicleFlag.NO_Y)) != 0)
m_dir.Y = 0;
if ((m_flags & (VehicleFlag.NO_Z)) != 0)
m_dir.Z = 0;
#region Limit Motor Up
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) //if it isn't going up, don't apply the limiting force
{
if (Zchange > -0.1f)
{
//Requires idea of 'up', so use reference frame to rotate it
//Add to the X, because that will normally tilt the vehicle downward (if its rotated, it'll be rotated by the ref. frame
grav += (new Vector3 (0, 0, ((float)Math.Abs (Zchange) * (pTimestep * -_pParentScene.PID_D * _pParentScene.PID_D))));
}
}
#endregion
#region Deal with tainted forces
// KF: So far I have found no good method to combine a script-requested
// .Z velocity and gravity. Therefore only 0g will used script-requested
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
Vector3 TaintedForce = new Vector3 ();
if (m_forcelist.Count != 0)
{
try
{
for (int i = 0; i < m_forcelist.Count; i++)
{
TaintedForce = TaintedForce + (m_forcelist[i] * 100);
}
}
catch (IndexOutOfRangeException)
{
TaintedForce = Vector3.Zero;
}
catch (ArgumentOutOfRangeException)
{
TaintedForce = Vector3.Zero;
}
m_forcelist = new List<Vector3> ();
}
#endregion
#region Deflection
//Forward is the prefered direction
/*Vector3 deflectionamount = m_dir / (m_linearDeflectionTimescale / pTimestep);
//deflectionamount *= m_linearDeflectionEfficiency;
if (deflectionamount != Vector3.Zero)
{
}
Vector3 deflection = Vector3.One / deflectionamount;
m_dir /= deflection;*/
#endregion
m_lastPositionVector = d.BodyGetPosition (Body);
#region limitations
if (Math.Abs (m_dir.X) > 1000 ||
Math.Abs (m_dir.Y) > 1000 ||
Math.Abs (m_dir.Z) > 1000)
{
//This vehicle is f***ed
parent.RaiseOutOfBounds (parent.Position);
parent._zeroFlag = true;
parent.m_disabled = true;
parent.m_frozen = true;
return;
}
#endregion
// Apply velocity
d.BodySetLinearVel (Body, m_dir.X, m_dir.Y, m_dir.Z);
// apply gravity force
d.BodyAddForce (Body, grav.X, grav.Y, grav.Z);
// apply friction
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
} // end MoveLinear()