本文整理汇总了C#中Box2D.Dynamics.b2World.SetWarmStarting方法的典型用法代码示例。如果您正苦于以下问题:C# b2World.SetWarmStarting方法的具体用法?C# b2World.SetWarmStarting怎么用?C# b2World.SetWarmStarting使用的例子?那么, 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Box2D.Dynamics.b2World
的用法示例。
在下文中一共展示了b2World.SetWarmStarting方法的4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: Test
public Test()
{
m_destructionListener = new DestructionListener();
m_debugDraw = new CCBox2dDraw("fonts/arial-12", 1);
b2Vec2 gravity = new b2Vec2();
gravity.Set(0.0f, -10.0f);
m_world = new b2World(gravity);
m_bomb = null;
m_textLine = 30;
m_mouseJoint = null;
m_pointCount = 0;
m_destructionListener.test = this;
m_world.SetDestructionListener(m_destructionListener);
m_world.SetContactListener(this);
m_world.SetDebugDraw(m_debugDraw);
m_world.SetContinuousPhysics(true);
m_world.SetWarmStarting(true);
m_bombSpawning = false;
m_stepCount = 0;
b2BodyDef bodyDef = new b2BodyDef();
m_groundBody = m_world.CreateBody(bodyDef);
}
示例2: N2b2World
public b2World N2b2World(JObject worldValue)
{
b2World world = new b2World(jsonToVec("gravity", worldValue));
world.SetAllowSleeping((bool)worldValue.GetValue("allowSleep"));
world.ClearForces();
//world.Set(worldValue.getBoolean("autoClearForces"));
world.SetWarmStarting((bool)worldValue.GetValue("warmStarting"));
world.SetContinuousPhysics((bool)worldValue.GetValue("continuousPhysics"));
world.SetSubStepping((bool)worldValue.GetValue("subStepping"));
readCustomPropertiesFromJson(world, worldValue);
int i = 0;
JArray bodyValues = (JArray)worldValue["body"];
if (null != bodyValues)
{
int numBodyValues = bodyValues.Count;
for (i = 0; i < numBodyValues; i++)
{
JObject bodyValue = (JObject)bodyValues[i];
b2Body body = N2b2Body(world, bodyValue);
readCustomPropertiesFromJson(body, bodyValue);
m_bodies.Add(body);
m_indexToBodyMap.Add(i, body);
}
}
// need two passes for joints because gear joints reference other joints
JArray jointValues = (JArray)worldValue["joint"];
if (null != jointValues)
{
int numJointValues = jointValues.Count;
for (i = 0; i < numJointValues; i++)
{
JObject jointValue = (JObject)jointValues[i];
if (jointValue["type"].ToString() != "gear")
{
b2Joint joint = j2b2Joint(world, jointValue);
readCustomPropertiesFromJson(joint, jointValue);
m_joints.Add(joint);
}
}
for (i = 0; i < numJointValues; i++)
{
JObject jointValue = (JObject)jointValues[i];
if (jointValue["type"].ToString() == "gear")
{
b2Joint joint = j2b2Joint(world, jointValue);
readCustomPropertiesFromJson(joint, jointValue);
m_joints.Add(joint);
}
}
}
i = 0;
JArray imageValues = (JArray)worldValue["image"];
if (null != imageValues)
{
int numImageValues = imageValues.Count;
for (i = 0; i < numImageValues; i++)
{
JObject imageValue = (JObject)imageValues[i];
Nb2dJsonImage image = j2b2dJsonImage(imageValue);
readCustomPropertiesFromJson(image, imageValue);
m_images.Add(image);
}
}
return world;
}
示例3: Mouse
public Mouse()
{
//m_destructionListener = new DestructionListener();
m_debugDraw = new CCBox2dDraw("fonts/arial-16");
b2Vec2 gravity = new b2Vec2();
gravity.Set(500, 500);
m_world = new b2World(gravity);
m_world.SetAllowSleeping(false);
m_world.SetContinuousPhysics(true);
m_world.SetDebugDraw(m_debugDraw);
m_debugDraw.AppendFlags(b2DrawFlags.e_shapeBit | b2DrawFlags.e_aabbBit | b2DrawFlags.e_centerOfMassBit | b2DrawFlags.e_jointBit | b2DrawFlags.e_pairBit);
m_world.SetContinuousPhysics(true);
m_world.SetWarmStarting(true);
}
示例4: SetupWorld
static void SetupWorld(bool setupGround)
{
var gravity = new b2Vec2(0.0f, -10.0f);
_world = new b2World(gravity);
_world.SetAllowSleeping(true);
_world.SetContinuousPhysics(true);
_world.SetSubStepping(true);
_world.SetWarmStarting(true);
_world.SetDestructionListener(new Destructo());
_world.SetContactListener(new Contacto());
if (!setupGround)
{
return;
}
// Call the body factory which allocates memory for the ground body
// from a pool and creates the ground box shape (also from a pool).
// The body is also added to the world.
b2BodyDef def = b2BodyDef.Create();
def.allowSleep = true;
def.position = b2Vec2.Zero;
def.type = b2BodyType.b2_staticBody;
b2Body groundBody = _world.CreateBody(def);
groundBody.SetActive(true);
// bottom
b2EdgeShape groundBox = new b2EdgeShape();
groundBox.Set(b2Vec2.Zero, new b2Vec2(width, 0));
b2FixtureDef fd = b2FixtureDef.Create();
fd.shape = groundBox;
groundBody.CreateFixture(fd);
// top
groundBox = new b2EdgeShape();
groundBox.Set(new b2Vec2(0, height), new b2Vec2(width, height));
fd.shape = groundBox;
groundBody.CreateFixture(fd);
// left
groundBox = new b2EdgeShape();
groundBox.Set(new b2Vec2(0, height), b2Vec2.Zero);
fd.shape = groundBox;
groundBody.CreateFixture(fd);
// right
groundBox = new b2EdgeShape();
groundBox.Set(new b2Vec2(width, height), new b2Vec2(width, 0));
fd.shape = groundBox;
groundBody.CreateFixture(fd);
_world.Dump();
}