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C# CollisionObject.GetInterpolationWorldTransform方法代码示例

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


在下文中一共展示了CollisionObject.GetInterpolationWorldTransform方法的2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: CalculateTimeOfImpact

        public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //(void)resultOut;
            //(void)dispatchInfo;
            ///Rather then checking ALL pairs, only calculate TOI when motion exceeds threshold

            ///Linear motion for one of objects needs to exceed m_ccdSquareMotionThreshold
            ///body0.m_worldTransform,
            float resultFraction = 1.0f;

            float squareMot0 = (body0.GetInterpolationWorldTransform()._origin - body0.GetWorldTransform()._origin).LengthSquared();
            float squareMot1 = (body1.GetInterpolationWorldTransform()._origin - body1.GetWorldTransform()._origin).LengthSquared();

            if (squareMot0 < body0.GetCcdSquareMotionThreshold() &&
                squareMot1 < body1.GetCcdSquareMotionThreshold())
            {
                return resultFraction;
            }
            if (disableCcd)
            {
                return 1f;
            }


            //An adhoc way of testing the Continuous Collision Detection algorithms
            //One object is approximated as a sphere, to simplify things
            //Starting in penetration should report no time of impact
            //For proper CCD, better accuracy and handling of 'allowed' penetration should be added
            //also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies)


            /// Convex0 against sphere for Convex1
            {
                ConvexShape convex0 = body0.GetCollisionShape() as ConvexShape;

                SphereShape sphere1 = BulletGlobals.SphereShapePool.Get();
                sphere1.Initialize(body1.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
                CastResult result = BulletGlobals.CastResultPool.Get();
                VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get();
                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
                ///Simplification, one object is simplified as a sphere
                using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get())
                {
                    ccd1.Initialize(convex0, sphere1, voronoiSimplex);
                    //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
                    if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(),
                        body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result))
                    {

                        //store result.m_fraction in both bodies

                        if (body0.GetHitFraction() > result.m_fraction)
                        {
                            body0.SetHitFraction(result.m_fraction);
                        }
                        if (body1.GetHitFraction() > result.m_fraction)
                        {
                            body1.SetHitFraction(result.m_fraction);
                        }
                        if (resultFraction > result.m_fraction)
                        {
                            resultFraction = result.m_fraction;
                        }
                    }
                    BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex);
                    BulletGlobals.SphereShapePool.Free(sphere1);
                    result.Cleanup();
                }
            }

            /// Sphere (for convex0) against Convex1
            {
                ConvexShape convex1 = body1.GetCollisionShape() as ConvexShape;

                SphereShape sphere0 = BulletGlobals.SphereShapePool.Get();
                sphere0.Initialize(body0.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
                CastResult result = BulletGlobals.CastResultPool.Get();
                VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get();
                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
                ///Simplification, one object is simplified as a sphere
                using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get())
                {
                    ccd1.Initialize(sphere0, convex1, voronoiSimplex);
                    //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
                    if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(),
                        body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result))
                    {

                        //store result.m_fraction in both bodies

                        if (body0.GetHitFraction() > result.m_fraction)
                        {
                            body0.SetHitFraction(result.m_fraction);
                        }
                        if (body1.GetHitFraction() > result.m_fraction)
                        {
                            body1.SetHitFraction(result.m_fraction);
                        }
                        if (resultFraction > result.m_fraction)
                        {
//.........这里部分代码省略.........
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:101,代码来源:ConvexConvexCollisionAlgorithm.cs

示例2: UpdateSingleAabb

        public void UpdateSingleAabb(CollisionObject colObj)
        {
            IndexedVector3 minAabb;
            IndexedVector3 maxAabb;
            IndexedMatrix wt = colObj.GetWorldTransform();
            colObj.GetCollisionShape().GetAabb(ref wt, out minAabb, out maxAabb);
            //need to increase the aabb for contact thresholds
            IndexedVector3 contactThreshold = new IndexedVector3(BulletGlobals.gContactBreakingThreshold);
            minAabb -= contactThreshold;
            maxAabb += contactThreshold;

            if (GetDispatchInfo().m_useContinuous && colObj.GetInternalType() == CollisionObjectTypes.CO_RIGID_BODY && !colObj.IsStaticOrKinematicObject())
	        {
		        IndexedVector3 minAabb2,maxAabb2;
		        colObj.GetCollisionShape().GetAabb(colObj.GetInterpolationWorldTransform(),out minAabb2 ,out maxAabb2);
		        minAabb2 -= contactThreshold;
		        maxAabb2 += contactThreshold;
		        MathUtil.VectorMin(ref minAabb2,ref minAabb);
                MathUtil.VectorMax(ref maxAabb2, ref maxAabb);
            }

            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugCollisionWorld)
            {
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "updateSingleAabbMin", minAabb);
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "updateSingleAabbMax", maxAabb);
            }


            IBroadphaseInterface bp = m_broadphasePairCache as IBroadphaseInterface;

            //moving objects should be moderately sized, probably something wrong if not
            if (colObj.IsStaticObject() || ((maxAabb - minAabb).LengthSquared() < 1e12f))
            {
                bp.SetAabb(colObj.GetBroadphaseHandle(), ref minAabb, ref maxAabb, m_dispatcher1);
            }
            else
            {
                //something went wrong, investigate
                //this assert is unwanted in 3D modelers (danger of loosing work)
                colObj.SetActivationState(ActivationState.DISABLE_SIMULATION);

                //static bool reportMe = true;
                bool reportMe = true;
                if (reportMe && m_debugDrawer != null)
                {
                    reportMe = false;
                    m_debugDrawer.ReportErrorWarning("Overflow in AABB, object removed from simulation");
                    m_debugDrawer.ReportErrorWarning("If you can reproduce this, please email [email protected]\n");
                    m_debugDrawer.ReportErrorWarning("Please include above information, your Platform, version of OS.\n");
                    m_debugDrawer.ReportErrorWarning("Thanks.\n");
                }
            }
        }
开发者ID:Belxjander,项目名称:Asuna,代码行数:53,代码来源:CollisionWorld.cs


注:本文中的BulletXNA.BulletCollision.CollisionObject.GetInterpolationWorldTransform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。