本文整理汇总了C#中BulletSharp.SoftBody.SoftBody.AppendFace方法的典型用法代码示例。如果您正苦于以下问题:C# SoftBody.AppendFace方法的具体用法?C# SoftBody.AppendFace怎么用?C# SoftBody.AppendFace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BulletSharp.SoftBody.SoftBody
的用法示例。
在下文中一共展示了SoftBody.AppendFace方法的3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: CreateFromTriMesh
public static SoftBody CreateFromTriMesh(SoftBodyWorldInfo worldInfo, Vector3[] vertices, int[] triangles, bool randomizeConstraints = true)
{
int numTriangleIndices = triangles.Length;
int numTriangles = numTriangleIndices / 3;
int maxIndex = 0; // triangles.Max() + 1;
for (int i = 0; i < numTriangleIndices; i++)
{
if (triangles[i] > maxIndex)
{
maxIndex = triangles[i];
}
}
maxIndex++;
SoftBody psb = new SoftBody(worldInfo, maxIndex, vertices, null);
BitArray chks = new BitArray(maxIndex * maxIndex);
for (int i = 0; i < numTriangleIndices; i += 3)
{
int[] idx = new int[] { triangles[i], triangles[i + 1], triangles[i + 2] };
for (int j = 2, k = 0; k < 3; j = k++)
{
int chkIndex = maxIndex * idx[k] + idx[j];
if (!chks[chkIndex])
{
chks[chkIndex] = true;
chks[maxIndex * idx[j] + idx[k]] = true;
psb.AppendLink(idx[j], idx[k]);
}
}
psb.AppendFace(idx[0], idx[1], idx[2]);
}
if (randomizeConstraints)
{
psb.RandomizeConstraints();
}
return psb;
}
示例2: CreatePatch
public static SoftBody CreatePatch(SoftBodyWorldInfo worldInfo, Vector3 corner00, Vector3 corner10, Vector3 corner01, Vector3 corner11, int resx, int resy, int fixeds, bool gendiags)
{
// Create nodes
if ((resx < 2) || (resy < 2))
return null;
int rx = resx;
int ry = resy;
int tot = rx * ry;
Vector3[] x = new Vector3[tot];
float[] m = new float[tot];
for (int iy = 0; iy < ry; iy++)
{
float ty = iy / (float)(ry - 1);
Vector3 py0, py1;
Vector3.Lerp(ref corner00, ref corner01, ty, out py0);
Vector3.Lerp(ref corner10, ref corner11, ty, out py1);
for (int ix = 0; ix < rx; ix++)
{
float tx = ix / (float)(rx - 1);
int index = rx * iy + ix;
Vector3.Lerp(ref py0, ref py1, tx, out x[index]);
m[index] = 1;
}
}
SoftBody psb = new SoftBody(worldInfo, tot, x, m);
if ((fixeds & 1) != 0)
psb.SetMass(0, 0);
if ((fixeds & 2) != 0)
psb.SetMass(rx - 1, 0);
if ((fixeds & 4) != 0)
psb.SetMass(rx * (ry - 1), 0);
if ((fixeds & 8) != 0)
psb.SetMass(rx * (ry - 1) + rx - 1, 0);
// Create links and faces
for (int iy = 0; iy < ry; ++iy)
{
for (int ix = 0; ix < rx; ++ix)
{
int ixy = rx * iy + ix;
int ix1y = ixy + 1;
int ixy1 = rx * (iy + 1) + ix;
bool mdx = (ix + 1) < rx;
bool mdy = (iy + 1) < ry;
if (mdx)
psb.AppendLink(ixy, ix1y);
if (mdy)
psb.AppendLink(ixy, ixy1);
if (mdx && mdy)
{
int ix1y1 = ixy1 + 1;
if (((ix + iy) & 1) != 0)
{
psb.AppendFace(ixy, ix1y, ix1y1);
psb.AppendFace(ixy, ix1y1, ixy1);
if (gendiags)
{
psb.AppendLink(ixy, ix1y1);
}
}
else
{
psb.AppendFace(ixy1, ixy, ix1y);
psb.AppendFace(ixy1, ix1y, ix1y1);
if (gendiags)
{
psb.AppendLink(ix1y, ixy1);
}
}
}
}
}
return psb;
}
示例3: CreateFromIndexedMesh
SoftBody CreateFromIndexedMesh(Vector3Array vertexArray, IntArray triangleVertexIndexArray, bool createBendLinks)
{
SoftBody softBody = new SoftBody(SoftWorld.WorldInfo, vertexArray, null);
Material structuralMaterial = softBody.AppendMaterial();
Material bendMaterial;
if (createBendLinks)
{
bendMaterial = softBody.AppendMaterial();
bendMaterial.Lst = 0.7f;
}
else
{
bendMaterial = null;
}
structuralMaterial.Lst = 1.0f;
int numVertices = vertexArray.Count;
int numTriangles = triangleVertexIndexArray.Count / 3;
// List of values for each link saying which triangle is associated with that link
// -1 to start. Once a value is entered we know the "other" triangle
// and can add a link across the link
AlignedIntArray triangleForLinks = new AlignedIntArray();
triangleForLinks.Resize(numVertices * numVertices, -1);
for (int triangle = 0; triangle < numTriangles; ++triangle)
{
int[] index = new int[] { triangleVertexIndexArray[triangle * 3], triangleVertexIndexArray[triangle * 3 + 1], triangleVertexIndexArray[triangle * 3 + 2] };
softBody.AppendFace(index[0], index[1], index[2]);
// Generate the structural links directly from the triangles
TestAndAddLink(triangleForLinks, softBody, triangle, triangleVertexIndexArray, numVertices, index[0], index[1], index[2], structuralMaterial, createBendLinks, bendMaterial);
TestAndAddLink(triangleForLinks, softBody, triangle, triangleVertexIndexArray, numVertices, index[1], index[2], index[0], structuralMaterial, createBendLinks, bendMaterial);
TestAndAddLink(triangleForLinks, softBody, triangle, triangleVertexIndexArray, numVertices, index[2], index[0], index[1], structuralMaterial, createBendLinks, bendMaterial);
}
return softBody;
}