本文整理汇总了C#中BulletSharp.SoftBody.SoftBody.AppendMaterial方法的典型用法代码示例。如果您正苦于以下问题:C# SoftBody.AppendMaterial方法的具体用法?C# SoftBody.AppendMaterial怎么用?C# SoftBody.AppendMaterial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.AppendMaterial方法的1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: 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;
}