本文整理汇总了C#中BEPUphysics.Entities.Entity.ModifyAngularDamping方法的典型用法代码示例。如果您正苦于以下问题:C# Entity.ModifyAngularDamping方法的具体用法?C# Entity.ModifyAngularDamping怎么用?C# Entity.ModifyAngularDamping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BEPUphysics.Entities.Entity
的用法示例。
在下文中一共展示了Entity.ModifyAngularDamping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: ApplyLiquidForcesTo
void ApplyLiquidForcesTo(Entity e, double dt)
{
if (e.Mass <= 0)
{
return;
}
Location min = new Location(e.CollisionInformation.BoundingBox.Min);
Location max = new Location(e.CollisionInformation.BoundingBox.Max);
min = min.GetBlockLocation();
max = max.GetUpperBlockBorder();
for (int x = (int)min.X; x < max.X; x++)
{
for (int y = (int)min.Y; y < max.Y; y++)
{
for (int z = (int)min.Z; z < max.Z; z++)
{
Location c = new Location(x, y, z);
Material mat = (Material)TheRegion.GetBlockInternal(c).BlockMaterial;
if (mat.GetSolidity() != MaterialSolidity.LIQUID)
{
continue;
}
// TODO: Account for block shape?
double vol = e.CollisionInformation.Shape.Volume;
double dens = (e.Mass / vol);
double WaterDens = 5; // TODO: Read from material. // TODO: Sanity of values.
float modifier = (float)(WaterDens / dens);
float submod = 0.125f;
// TODO: Tracing accuracy!
Vector3 impulse = -(TheRegion.PhysicsWorld.ForceUpdater.Gravity + TheRegion.GravityNormal.ToBVector() * 0.4f) * e.Mass * dt * modifier * submod;
// TODO: Don't apply smaller logic this if scale is big!
for (float x2 = 0.25f; x2 < 1; x2 += 0.5f)
{
for (float y2 = 0.25f; y2 < 1; y2 += 0.5f)
{
for (float z2 = 0.25f; z2 < 1; z2 += 0.5f)
{
Location lc = c + new Location(x2, y2, z2);
RayHit rh;
if (e.CollisionInformation.RayCast(new Ray(lc.ToBVector(), new Vector3(0, 0, 1)), 0.01f, out rh)) // TODO: Efficiency!
{
Vector3 center = lc.ToBVector();
e.ApplyImpulse(ref center, ref impulse);
e.ModifyLinearDamping(mat.GetSpeedMod());
e.ModifyAngularDamping(mat.GetSpeedMod());
}
}
}
}
}
}
}
}