本文整理汇总了C#中BulletXNA.BulletCollision.CollisionObject.GetCollisionFlags方法的典型用法代码示例。如果您正苦于以下问题:C# CollisionObject.GetCollisionFlags方法的具体用法?C# CollisionObject.GetCollisionFlags怎么用?C# CollisionObject.GetCollisionFlags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BulletXNA.BulletCollision.CollisionObject
的用法示例。
在下文中一共展示了CollisionObject.GetCollisionFlags方法的4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: Callback
public bool Callback(ref ManifoldPoint cp, CollisionObject colObj0, int partId0, int index0, CollisionObject colObj1, int partId1, int index1)
{
bool enable = true;
if (enable)
{
InternalEdgeUtility.AdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1,BulletXNA.BulletCollision.CollisionDispatch.InternalEdgeUtility.InternalEdgeAdjustFlags.BT_TRIANGLE_CONVEX_BACKFACE_NONE);
//btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_BACKFACE_MODE);
//btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_DOUBLE_SIDED+BT_TRIANGLE_CONCAVE_DOUBLE_SIDED);
}
float friction0 = colObj0.GetFriction();
float friction1 = colObj1.GetFriction();
float restitution0 = colObj0.GetRestitution();
float restitution1 = colObj1.GetRestitution();
if ((colObj0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0)
{
friction0 = 1.0f;//partId0,index0
restitution0 = 0.0f;
}
if ((colObj1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0)
{
if ((index1&1) != 0)
{
friction1 = 1.0f;//partId1,index1
}
else
{
friction1 = 0.0f;
}
restitution1 = 0.0f;
}
cp.m_combinedFriction = CalculateCombinedFriction(friction0,friction1);
cp.m_combinedRestitution = CalculateCombinedRestitution(restitution0,restitution1);
//this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction
return true;
}
示例2: RecordCollision
private static void RecordCollision(CollisionWorld world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm)
{
IndexedVector3 contactNormal = norm;
if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
(objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
{
return;
}
uint idA = (uint)objA.GetUserPointer();
uint idB = (uint)objB.GetUserPointer();
if (idA > idB)
{
uint temp = idA;
idA = idB;
idB = temp;
contactNormal = -contactNormal;
}
ulong collisionID = ((ulong) idA << 32) | idB;
BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc()
{
aID = idA,
bID = idB,
point = contact,
normal = contactNormal
};
world.UpdatedCollisions.Add(cDesc);
m_collisionsThisFrame++;
}
示例3: RecordCollision
private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration)
{
IndexedVector3 contactNormal = norm;
if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
(objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
{
return;
}
uint idA = (uint)objA.GetUserPointer();
uint idB = (uint)objB.GetUserPointer();
if (idA > idB)
{
uint temp = idA;
idA = idB;
idB = temp;
contactNormal = -contactNormal;
}
//ulong collisionID = ((ulong) idA << 32) | idB;
CollisionDesc cDesc = new CollisionDesc()
{
aID = idA,
bID = idB,
point = new Vector3(contact.X,contact.Y,contact.Z),
normal = new Vector3(contactNormal.X,contactNormal.Y,contactNormal.Z),
penetration = penetration
};
if (world.LastCollisionDesc < world.UpdatedCollisions.Length)
world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc);
m_collisionsThisFrame++;
}
示例4: Callback
public bool Callback(ref ManifoldPoint cp, CollisionObject colObj0, int partId0, int index0, CollisionObject colObj1, int partId1, int index1)
{
float friction0 = colObj0.GetFriction();
float friction1 = colObj1.GetFriction();
float restitution0 = colObj0.GetRestitution();
float restitution1 = colObj1.GetRestitution();
if ((colObj0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0)
{
friction0 = 1.0f;//partId0,index0
restitution0 = 0.0f;
}
if ((colObj1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0)
{
if ((index1&1) != 0)
{
friction1 = 1.0f;//partId1,index1
}
else
{
friction1 = 0f;
}
restitution1 = 0f;
}
cp.m_combinedFriction = CalculateCombinedFriction(friction0,friction1);
cp.m_combinedRestitution = calculateCombinedRestitution(restitution0,restitution1);
//this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction
return true;
}