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C# btTransform.getRotation方法代码示例

本文整理汇总了C#中BulletDotNET.btTransform.getRotation方法的典型用法代码示例。如果您正苦于以下问题:C# btTransform.getRotation方法的具体用法?C# btTransform.getRotation怎么用?C# btTransform.getRotation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BulletDotNET.btTransform的用法示例。


在下文中一共展示了btTransform.getRotation方法的2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: changemove

        private void changemove(float timestep)
        {

            m_log.Debug("[PHYSICS]: _________ChangeMove");
            if (!m_isphysical)
            {
                tempTransform2 = Body.getWorldTransform();
                btQuaternion quat = tempTransform2.getRotation();
                tempPosition2.setValue(_position.X, _position.Y, _position.Z);
                tempTransform2.Dispose();
                tempTransform2 = new btTransform(quat, tempPosition2);
                Body.setWorldTransform(tempTransform2);

                changeSelectedStatus(timestep);

                resetCollisionAccounting();
            }
            else
            {
                if (Body != null)
                {
                    if (Body.Handle != IntPtr.Zero)
                    {
                        DisableAxisMotor();
                        _parent_scene.removeFromWorld(this, Body);
                        //Body.Dispose();
                    }
                    //Body = null;
                    // TODO: dispose parts that make up body
                }
                /*
                if (_parent_scene.needsMeshing(_pbs))
                {
                    // Don't need to re-enable body..   it's done in SetMesh
                    float meshlod = _parent_scene.meshSculptLOD;

                    if (IsPhysical)
                        meshlod = _parent_scene.MeshSculptphysicalLOD;

                    IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
                    // createmesh returns null when it doesn't mesh.
                    CreateGeom(IntPtr.Zero, mesh);
                }
                else
                {
                    _mesh = null;
                    CreateGeom(IntPtr.Zero, null);
                }
                SetCollisionShape(prim_geom);
                */
                if (m_isphysical)
                    SetBody(Mass);
                else
                    SetBody(0);
                changeSelectedStatus(timestep);

                resetCollisionAccounting();
            }
            m_taintposition = _position;
        }
开发者ID:intari,项目名称:OpenSimMirror,代码行数:60,代码来源:BulletDotNETPrim.cs

示例2: UpdatePositionAndVelocity

        public void UpdatePositionAndVelocity()
        {
            if (!m_isSelected)
            {
                if (_parent == null)
                {
                    Vector3 pv = Vector3.Zero;
                    bool lastZeroFlag = _zeroFlag;
                    if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero)
                        tempPosition3.Dispose();
                    if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero)
                        tempTransform3.Dispose();

                    if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero)
                        tempOrientation2.Dispose();

                    if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero)
                        tempAngularVelocity1.Dispose();

                    if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero)
                        tempLinearVelocity1.Dispose();



                    tempTransform3 = Body.getInterpolationWorldTransform();
                    tempPosition3 = tempTransform3.getOrigin(); // vec
                    tempOrientation2 = tempTransform3.getRotation(); // ori
                    tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel
                    tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel

                    _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(),
                                      tempAngularVelocity1.getZ());
                    Vector3 l_position = Vector3.Zero;
                    Quaternion l_orientation = Quaternion.Identity;
                    m_lastposition = _position;
                    m_lastorientation = _orientation;

                    l_position.X = tempPosition3.getX();
                    l_position.Y = tempPosition3.getY();
                    l_position.Z = tempPosition3.getZ();
                    l_orientation.X = tempOrientation2.getX();
                    l_orientation.Y = tempOrientation2.getY();
                    l_orientation.Z = tempOrientation2.getZ();
                    l_orientation.W = tempOrientation2.getW();

                    if (l_position.X > ((int)Constants.RegionSize - 0.05f) || l_position.X < 0f || l_position.Y > ((int)Constants.RegionSize - 0.05f) || l_position.Y < 0f)
                    {
                        //base.RaiseOutOfBounds(l_position);

                        if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
                        {
                            _position = l_position;
                            //_parent_scene.remActivePrim(this);
                            if (_parent == null)
                                base.RequestPhysicsterseUpdate();
                            return;
                        }
                        else
                        {
                            if (_parent == null)
                                base.RaiseOutOfBounds(l_position);
                            return;
                        }
                    }

                    if (l_position.Z < -200000f)
                    {
                        // This is so prim that get lost underground don't fall forever and suck up
                        //
                        // Sim resources and memory.
                        // Disables the prim's movement physics....
                        // It's a hack and will generate a console message if it fails.

                        //IsPhysical = false;
                        //if (_parent == null)
                        //base.RaiseOutOfBounds(_position);

                        _acceleration.X = 0;
                        _acceleration.Y = 0;
                        _acceleration.Z = 0;

                        _velocity.X = 0;
                        _velocity.Y = 0;
                        _velocity.Z = 0;
                        m_rotationalVelocity.X = 0;
                        m_rotationalVelocity.Y = 0;
                        m_rotationalVelocity.Z = 0;

                        if (_parent == null)
                            base.RequestPhysicsterseUpdate();

                        m_throttleUpdates = false;
                        // throttleCounter = 0;
                        _zeroFlag = true;
                        //outofBounds = true;
                    }

                    if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
                        && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
                        && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
//.........这里部分代码省略.........
开发者ID:intari,项目名称:OpenSimMirror,代码行数:101,代码来源:BulletDotNETPrim.cs


注:本文中的BulletDotNET.btTransform.getRotation方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。