本文整理汇总了C#中BulletSharp.CollisionShape类的典型用法代码示例。如果您正苦于以下问题:C# CollisionShape类的具体用法?C# CollisionShape怎么用?C# CollisionShape使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
CollisionShape类属于BulletSharp命名空间,在下文中一共展示了CollisionShape类的15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: RigidBodyConstructionInfo
public RigidBodyConstructionInfo(float mass, MotionState motionState, CollisionShape collisionShape)
{
_native = btRigidBody_btRigidBodyConstructionInfo_new(mass, (motionState != null) ? motionState._native : IntPtr.Zero,
(collisionShape != null) ? collisionShape._native : IntPtr.Zero);
_collisionShape = collisionShape;
_motionState = motionState;
}
示例2: AddChildShape
public unsafe static void AddChildShape(this CompoundShape obj, ref OpenTK.Matrix4 localTransform, CollisionShape shape)
{
fixed (OpenTK.Matrix4* localTransformPtr = &localTransform)
{
obj.AddChildShape(ref *(BulletSharp.Math.Matrix*)localTransformPtr, shape);
}
}
示例3: PhysicalBody
public PhysicalBody(RigidBody rigidBody, CollisionShape shape, TransformationManager manager)
{
Body = rigidBody;
Shape = shape;
Transformation = manager;
Enabled = false;
}
示例4: RemoveShape
public override void RemoveShape(CollisionShape shape)
{
if (shapes.ContainsKey(shape))
{
shapes[shape].Dispose();
shapes.Remove(shape);
}
}
示例5: BulletPhysicObject
public BulletPhysicObject(CollisionShape CollisionShape, Vector3 translation, Matrix rotation, Vector3 Scale, float mass, CollisionFilterGroups CollisionFilterGroup = CollisionFilterGroups.DefaultFilter,CollisionFilterGroups collisionFilterMask = CollisionFilterGroups.DefaultFilter)
{
shape = CollisionShape;
this.scale = Scale;
this.mass = mass;
shape.LocalScaling = Scale;
obj = LocalCreateRigidBody(mass, Matrix.CreateTranslation(translation) * rotation, CollisionShape);
}
示例6: CreateShape
Mesh CreateShape(CollisionShape shape)
{
uint[] indices;
BulletSharp.Math.Vector3[] vertices = CreateShape(shape, out indices);
int vertexCount = vertices.Length / 2;
int indexCount = (indices != null) ? indices.Length : vertexCount;
bool index32 = indexCount > 65536;
Mesh mesh = new Mesh(device, indexCount / 3, vertexCount,
MeshFlags.SystemMemory | (index32 ? MeshFlags.Use32Bit : 0), VertexFormat.Position | VertexFormat.Normal);
DataStream vertexBuffer = mesh.LockVertexBuffer(LockFlags.Discard);
vertexBuffer.WriteRange(vertices);
mesh.UnlockVertexBuffer();
DataStream indexBuffer = mesh.LockIndexBuffer(LockFlags.Discard);
if (index32)
{
if (indices == null)
{
indices = new uint[indexCount];
uint i = 0;
while (i < indexCount)
{
indices[i] = i;
i++;
}
}
indexBuffer.WriteRange(indices);
}
else
{
ushort[] indices_s;
if (indices == null)
{
indices_s = new ushort[indexCount];
ushort i = 0;
while (i < indexCount)
{
indices_s[i] = i;
i++;
}
}
else
{
indices_s = CompactIndexBuffer(indices);
}
indexBuffer.WriteRange(indices_s);
}
mesh.UnlockIndexBuffer();
shapes.Add(shape, mesh);
return mesh;
}
示例7: CreateRigidBody
public override RigidBody CreateRigidBody(bool isDynamic, float mass, Matrix startTransform, CollisionShape shape, string bodyName)
{
RigidBody body = base.CreateRigidBody(isDynamic, mass, startTransform, shape, bodyName);
if (bodyName != null && bodyName.Equals("GroundName"))
body.UserObject = "Ground";
if (shape.ShapeType == BroadphaseNativeType.StaticPlaneShape)
body.UserObject = "Ground";
return body;
}
示例8: Prop
public Prop(CollisionShape shape, float mass, Matrix4 start)
{
Physics physics = Game.Instance.Physics;
Shape = shape;
IsDynamic = (mass != 0.0f);
physics.Props.Add(this);
Vector3 inertia = Vector3.Zero;
if (IsDynamic) shape.CalculateLocalInertia(mass, out inertia);
DefaultMotionState motionState = new DefaultMotionState(start);
RigidBody.RigidBodyConstructionInfo info = new RigidBody.RigidBodyConstructionInfo(mass, motionState, shape, inertia);
Body = new RigidBody(info);
physics.World.AddRigidBody(Body);
}
示例9: CreateBody
RigidBody CreateBody(float mass, CollisionShape shape, Vector3 offset)
{
using (var info = new RigidBodyConstructionInfo(mass, new DefaultMotionState(), shape, Vector3.Zero))
{
if (mass != 0.0f)
{
info.LocalInertia = info.CollisionShape.CalculateLocalInertia(mass);
}
var collisionObject = new RigidBody(info);
collisionObject.Translate(offset);
world.AddRigidBody(collisionObject);
return collisionObject;
}
}
示例10: LocalCreateRigidBody
protected RigidBody LocalCreateRigidBody(float mass, Matrix startTransform, CollisionShape shape)
{
bool isDynamic = (mass != 0.0f);
Vector3 localInertia = Vector3.Zero;
if (isDynamic)
shape.CalculateLocalInertia(mass, out localInertia);
DefaultMotionState myMotionState = new DefaultMotionState(startTransform);
RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia);
body = new RigidBody(rbInfo);
return body;
}
示例11: CreateBody
static RigidBody CreateBody(float mass, CollisionShape shape, Vector3 offset)
{
var constInfo = new RigidBodyConstructionInfo(mass, new DefaultMotionState(), shape, Vector3.Zero);
if (mass != 0.0f)
{
constInfo.LocalInertia = constInfo.CollisionShape.CalculateLocalInertia(mass);
}
var collisionObject = new RigidBody(constInfo);
collisionObject.Translate(offset);
world.AddRigidBody(collisionObject);
AddToDisposeQueue(constInfo);
AddToDisposeQueue(constInfo.MotionState);
AddToDisposeQueue(collisionObject);
AddToDisposeQueue(shape);
return collisionObject;
}
示例12: LocalCreateRigidBody
public virtual RigidBody LocalCreateRigidBody(float mass, Matrix startTransform, CollisionShape shape)
{
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.0f);
Vector3 localInertia = Vector3.Zero;
if (isDynamic)
shape.CalculateLocalInertia(mass, out localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
DefaultMotionState myMotionState = new DefaultMotionState(startTransform);
RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia);
RigidBody body = new RigidBody(rbInfo);
World.AddRigidBody(body);
return body;
}
示例13: CreateCube
public static void CreateCube(CollisionShape cs, Mesh mesh)
{
BulletSharp.Math.Vector3 ext = ((BoxShape)cs).HalfExtentsWithMargin;
float length = ext.X * 2f;
float width = ext.Y * 2f;
float height = ext.Z * 2f;
UnityEngine.Vector3 p0 = new UnityEngine.Vector3(-length * .5f, -width * .5f, height * .5f);
UnityEngine.Vector3 p1 = new UnityEngine.Vector3(length * .5f, -width * .5f, height * .5f);
UnityEngine.Vector3 p2 = new UnityEngine.Vector3(length * .5f, -width * .5f, -height * .5f);
UnityEngine.Vector3 p3 = new UnityEngine.Vector3(-length * .5f, -width * .5f, -height * .5f);
UnityEngine.Vector3 p4 = new UnityEngine.Vector3(-length * .5f, width * .5f, height * .5f);
UnityEngine.Vector3 p5 = new UnityEngine.Vector3(length * .5f, width * .5f, height * .5f);
UnityEngine.Vector3 p6 = new UnityEngine.Vector3(length * .5f, width * .5f, -height * .5f);
UnityEngine.Vector3 p7 = new UnityEngine.Vector3(-length * .5f, width * .5f, -height * .5f);
MakeUnityCubeMesh(p0, p1, p2, p3, p4, p5, p6, p7, mesh);
}
示例14: LocalCreateRigidBody
public override RigidBody LocalCreateRigidBody(float mass, Matrix startTransform, CollisionShape shape)
{
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.0f);
Vector3 localInertia = Vector3.Zero;
if (isDynamic)
shape.CalculateLocalInertia(mass, out localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, null, shape, localInertia);
RigidBody body = new RigidBody(rbInfo);
rbInfo.Dispose();
body.ContactProcessingThreshold = defaultContactProcessingThreshold;
body.WorldTransform = startTransform;
World.AddRigidBody(body);
return body;
}
示例15: CreateStack
void CreateStack(CollisionShape boxShape, int size, float zPos)
{
Matrix trans;
float mass = 1.0f;
for (int i = 0; i < size; i++)
{
// This constructs a row, from left to right
int rowSize = size - i;
for (int j = 0; j < rowSize; j++)
{
trans = Matrix.Translation(
-rowSize * CubeHalfExtents + CubeHalfExtents + j * 2.0f * CubeHalfExtents,
CubeHalfExtents + i * CubeHalfExtents * 2.0f,
zPos);
RigidBody body = LocalCreateRigidBody(mass, trans, boxShape);
body.ActivationState = ActivationState.IslandSleeping;
}
}
}