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C# CollisionShape.CalculateLocalInertia方法代码示例

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


在下文中一共展示了CollisionShape.CalculateLocalInertia方法的10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: 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);
        }
开发者ID:copygirl,项目名称:Blocky,代码行数:14,代码来源:Prop.cs

示例2: 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;
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:15,代码来源:BulletPhysicObject.cs

示例3: 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;
        }
开发者ID:RainsSoft,项目名称:BulletSharpPInvoke,代码行数:21,代码来源:BenchmarkDemo.cs

示例4: LocalCreateRigidBody

	        public 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);
                RigidBody body;
                using (var rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia))
                {
                    body = new RigidBody(rbInfo);
                }

                ownerWorld.AddRigidBody(body);

                return body;
            }
开发者ID:rhynodegreat,项目名称:BulletSharp,代码行数:21,代码来源:MotorDemo.cs

示例5: LocalCreateRigidBody

        public RigidBody LocalCreateRigidBody(float mass, Matrix4 startTransform, CollisionShape shape)
        {
            bool isDynamic = (mass != 0.0f);

            Vector3 localInertia = Vector3.ZERO;
            if (isDynamic)
                shape.CalculateLocalInertia(mass, out localInertia);

            DefaultMotionState myMotionState = new DefaultMotionState(startTransform);

            RigidBody body;
            using (var rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia))
            {
                body = new RigidBody(rbInfo);
            }

            World.AddRigidBody(body);

            return body;
        }
开发者ID:rhynodegreat,项目名称:BulletSharp,代码行数:20,代码来源:Physics.cs

示例6: CreateRigidBody

        public virtual RigidBody CreateRigidBody(bool isDynamic, float mass, ref Matrix startTransform, CollisionShape shape, string bodyName)
        {
            Vector3 localInertia;
            if (mass != 0.0f)
            {
                shape.CalculateLocalInertia(mass, out localInertia);
            }
            else
            {
                localInertia = Vector3.Zero;
            }

            RigidBodyConstructionInfo info = new RigidBodyConstructionInfo(mass, null, shape, localInertia);
            RigidBody body = new RigidBody(info);
            info.Dispose();
            body.WorldTransform = startTransform;

            if (_dynamicsWorld != null)
            {
                _dynamicsWorld.AddRigidBody(body);
            }

            if (bodyName != null)
            {
                _objectNameMap.Add(body, bodyName);
                _nameBodyMap.Add(bodyName, body);
            }
            _allocatedRigidBodies.Add(body);
            return body;
        }
开发者ID:RatherGood1,项目名称:BulletSharpUnity3d,代码行数:30,代码来源:WorldImporter.cs

示例7: LocalCreateRigidBody

        public virtual RigidBody LocalCreateRigidBody(float mass, Matrix startTransform, CollisionShape shape, bool isKinematic = false)
        {
            //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);
            if (isKinematic) {
                body.CollisionFlags = body.CollisionFlags | CollisionFlags.KinematicObject;
                body.ActivationState = ActivationState.DisableDeactivation;
            }
            rbInfo.Dispose();

            _world.AddRigidBody(body);

            return body;
        }
开发者ID:Cyberbanan,项目名称:BulletSharpUnity3d,代码行数:24,代码来源:Demo.cs

示例8: CreateRigidBody

        private RigidBody CreateRigidBody(float mass, Matrix4 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);
            RigidBody body = new RigidBody(rbInfo);


            body.SetSleepingThresholds(0, 0);
            body.ContactProcessingThreshold = 0;
            body.CcdMotionThreshold = 0;

            //World.AddRigidBody(body);

            return body;
        }
开发者ID:whztt07,项目名称:vengine,代码行数:22,代码来源:Physics.cs

示例9: CreateOrConfigureRigidBody

        /**
        Creates or configures a RigidBody based on the current settings. Does not alter the internal state of this component in any way.
        Can be used to create copies of this BRigidBody for use in other physics simulations.
        */
        public bool CreateOrConfigureRigidBody(ref RigidBody rb, ref BulletSharp.Math.Vector3 localInertia, CollisionShape cs, MotionState motionState)
        {
            //rigidbody is dynamic if and only if mass is non zero, otherwise static
            localInertia = BulletSharp.Math.Vector3.Zero;
            if (isDynamic())
            {
                cs.CalculateLocalInertia(_mass, out localInertia);
            }

            if (rb == null)
            {
                float bulletMass = _mass;
                if (!isDynamic())
                {
                    bulletMass = 0f;
                }
                RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(bulletMass, motionState, cs, localInertia);
                rbInfo.Friction = _friction;
                rbInfo.RollingFriction = _rollingFriction;
                rbInfo.LinearDamping = _linearDamping;
                rbInfo.AngularDamping = _angularDamping;
                rbInfo.Restitution = _restitution;
                rbInfo.LinearSleepingThreshold = _linearSleepingThreshold;
                rbInfo.AngularSleepingThreshold = _angularSleepingThreshold;
                rbInfo.AdditionalDamping = _additionalDamping;
                rbInfo.AdditionalAngularDampingFactor = _additionalAngularDampingFactor;
                rbInfo.AdditionalAngularDampingThresholdSqr = _additionalAngularDampingThresholdSqr;
                rbInfo.AdditionalDampingFactor = _additionalDampingFactor;
                rbInfo.AdditionalLinearDampingThresholdSqr = _additionalLinearDampingThresholdSqr;
                rb = new RigidBody(rbInfo);
                rbInfo.Dispose();
            }
            else {
                float usedMass = 0f;
                if (isDynamic())
                {
                    usedMass = _mass;
                }
                rb.SetMassProps(usedMass, localInertia);
                rb.Friction = _friction;
                rb.RollingFriction = _rollingFriction;
                rb.SetDamping(_linearDamping, _angularDamping);
                rb.Restitution = _restitution;
                rb.SetSleepingThresholds(_linearSleepingThreshold, _angularSleepingThreshold);
                rb.CollisionShape = cs;
            }

            rb.AngularVelocity = angularVelocity.ToBullet();
            rb.LinearVelocity = velocity.ToBullet();

            rb.CollisionFlags = m_collisionFlags;
            rb.LinearFactor = _linearFactor.ToBullet();
            rb.AngularFactor = _angularFactor.ToBullet();
            if (m_rigidBody != null)
            {
                rb.DeactivationTime = m_rigidBody.DeactivationTime;
                rb.InterpolationLinearVelocity = m_rigidBody.InterpolationLinearVelocity;
                rb.InterpolationAngularVelocity = m_rigidBody.InterpolationAngularVelocity;
                rb.InterpolationWorldTransform = m_rigidBody.InterpolationWorldTransform;
            }

            //if kinematic then disable deactivation
            if ((m_collisionFlags & BulletSharp.CollisionFlags.KinematicObject) != 0)
            {
                rb.ActivationState = ActivationState.DisableDeactivation;
            }
            return true;
        }
开发者ID:Cyberbanan,项目名称:BulletSharpUnity3d,代码行数:72,代码来源:BRigidBody.cs

示例10: CreateRigidBody

        public RigidBody CreateRigidBody(float mass, Matrix4 startTransform, CollisionShape shape, Mesh3d reference)
        {
            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);
            RigidBody body = new RigidBody(rbInfo);
            body.UserObject = reference;

            PhysicalWorld.AddRigidBody(body);

            return body;
        }
开发者ID:yanko,项目名称:vengine,代码行数:18,代码来源:World.cs


注:本文中的BulletSharp.CollisionShape.CalculateLocalInertia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。