本文整理汇总了C#中GameLibrary.Dependencies.Physics.Dynamics.PhysicsWorld类的典型用法代码示例。如果您正苦于以下问题:C# PhysicsWorld类的具体用法?C# PhysicsWorld怎么用?C# PhysicsWorld使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
PhysicsWorld类属于GameLibrary.Dependencies.Physics.Dynamics命名空间,在下文中一共展示了PhysicsWorld类的15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: CreateFixedAngleJoint
/// <summary>
/// Creates a fixed angle joint.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="body">The body.</param>
/// <returns></returns>
public static FixedAngleJoint CreateFixedAngleJoint(PhysicsWorld world, PhysicsBody body)
{
FixedAngleJoint angleJoint = new FixedAngleJoint(body);
world.AddJoint(angleJoint);
return angleJoint;
}
示例2: CreateDistanceJoint
public static DistanceJoint CreateDistanceJoint(PhysicsWorld world, PhysicsBody bodyA, PhysicsBody bodyB, Vector2 anchorA,
Vector2 anchorB)
{
DistanceJoint distanceJoint = new DistanceJoint(bodyA, bodyB, anchorA, anchorB);
world.AddJoint(distanceJoint);
return distanceJoint;
}
示例3: CreateFixedPrismaticJoint
public static FixedPrismaticJoint CreateFixedPrismaticJoint(PhysicsWorld world, PhysicsBody body, Vector2 worldAnchor,
Vector2 axis)
{
FixedPrismaticJoint joint = new FixedPrismaticJoint(body, worldAnchor, axis);
world.AddJoint(joint);
return joint;
}
示例4: CreateFixedDistanceJoint
public static FixedDistanceJoint CreateFixedDistanceJoint(PhysicsWorld world, PhysicsBody body, Vector2 localAnchor,
Vector2 worldAnchor)
{
FixedDistanceJoint distanceJoint = new FixedDistanceJoint(body, localAnchor, worldAnchor);
world.AddJoint(distanceJoint);
return distanceJoint;
}
示例5: CreateFixedRevoluteJoint
/// <summary>
/// Creates the fixed revolute joint.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="body">The body.</param>
/// <param name="bodyAnchor">The body anchor.</param>
/// <param name="worldAnchor">The world anchor.</param>
/// <returns></returns>
public static FixedRevoluteJoint CreateFixedRevoluteJoint(PhysicsWorld world, PhysicsBody body, Vector2 bodyAnchor,
Vector2 worldAnchor)
{
FixedRevoluteJoint fixedRevoluteJoint = new FixedRevoluteJoint(body, bodyAnchor, worldAnchor);
world.AddJoint(fixedRevoluteJoint);
return fixedRevoluteJoint;
}
示例6: AttachBodiesWithSliderJoint
/// <summary>
/// Attaches the bodies with revolute joints.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="bodies">The bodies.</param>
/// <param name="localAnchorA">The local anchor A.</param>
/// <param name="localAnchorB">The local anchor B.</param>
/// <param name="connectFirstAndLast">if set to <c>true</c> [connect first and last].</param>
/// <param name="collideConnected">if set to <c>true</c> [collide connected].</param>
/// <param name="minLength">Minimum length of the slider joint.</param>
/// <param name="maxLength">Maximum length of the slider joint.</param>
/// <returns></returns>
public static List<SliderJoint> AttachBodiesWithSliderJoint(PhysicsWorld world, List<PhysicsBody> bodies, Vector2 localAnchorA,
Vector2 localAnchorB, bool connectFirstAndLast,
bool collideConnected, float minLength,
float maxLength)
{
List<SliderJoint> joints = new List<SliderJoint>(bodies.Count + 1);
for (int i = 1; i < bodies.Count; i++)
{
SliderJoint joint = new SliderJoint(bodies[i], bodies[i - 1], localAnchorA, localAnchorB, minLength,
maxLength);
joint.CollideConnected = collideConnected;
world.AddJoint(joint);
joints.Add(joint);
}
if (connectFirstAndLast)
{
SliderJoint lastjoint = new SliderJoint(bodies[0], bodies[bodies.Count - 1], localAnchorA, localAnchorB,
minLength, maxLength);
lastjoint.CollideConnected = collideConnected;
world.AddJoint(lastjoint);
joints.Add(lastjoint);
}
return joints;
}
示例7: CreateAngleJoint
/// <summary>
/// Creates an angle joint.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="bodyA">The first body.</param>
/// <param name="bodyB">The second body.</param>
/// <returns></returns>
public static AngleJoint CreateAngleJoint(PhysicsWorld world, PhysicsBody bodyA, PhysicsBody bodyB)
{
AngleJoint angleJoint = new AngleJoint(bodyA, bodyB);
world.AddJoint(angleJoint);
return angleJoint;
}
示例8: Deserialize
public static void Deserialize(PhysicsWorld world, string filename)
{
using (FileStream fs = new FileStream(filename, FileMode.Open))
{
new WorldXmlDeserializer().Deserialize(world, fs);
}
}
示例9: CreateBreakableBody
/// <summary>
/// Creates a breakable body. You would want to remove collinear points before using this.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="vertices">The vertices.</param>
/// <param name="density">The density.</param>
/// <param name="position">The position.</param>
/// <returns></returns>
public static PhysicsBreakableBody CreateBreakableBody(PhysicsWorld world, Vertices vertices, float density, Vector2 position,
object userData)
{
List<Vertices> triangles = EarclipDecomposer.ConvexPartition(vertices);
PhysicsBreakableBody breakableBody = new PhysicsBreakableBody(triangles, world, density, userData);
breakableBody.MainBody.Position = position;
world.AddBreakableBody(breakableBody);
return breakableBody;
}
示例10: PhysicsBreakableBody
public PhysicsBreakableBody(IEnumerable<Vertices> vertices, PhysicsWorld world, float density, object userData)
{
_world = world;
_world.ContactManager.PostSolve += PostSolve;
MainBody = new PhysicsBody(_world);
MainBody.BodyType = BodyType.Dynamic;
foreach (Vertices part in vertices)
{
PolygonShape polygonShape = new PolygonShape(part, density);
Fixture fixture = MainBody.CreateFixture(polygonShape, userData);
Parts.Add(fixture);
}
}
示例11: CreateChain
/// <summary>
/// Creates a chain.
/// </summary>
/// <param name="world">The world.</param>
/// <param name="start">The start.</param>
/// <param name="end">The end.</param>
/// <param name="linkWidth">The width.</param>
/// <param name="linkHeight">The height.</param>
/// <param name="fixStart">if set to <c>true</c> [fix start].</param>
/// <param name="fixEnd">if set to <c>true</c> [fix end].</param>
/// <param name="numberOfLinks">The number of links.</param>
/// <param name="linkDensity">The link density.</param>
/// <returns></returns>
public static Path CreateChain(PhysicsWorld world, Vector2 start, Vector2 end, float linkWidth, float linkHeight,
bool fixStart, bool fixEnd, int numberOfLinks, float linkDensity)
{
//Chain start / end
Path path = new Path();
path.Add(start);
path.Add(end);
//A single chainlink
PolygonShape shape = new PolygonShape(PolygonTools.CreateRectangle(linkWidth, linkHeight), linkDensity);
//Use PathManager to create all the chainlinks based on the chainlink created before.
List<PhysicsBody> chainLinks = PathManager.EvenlyDistributeShapesAlongPath(world, path, shape, BodyType.Dynamic,
numberOfLinks);
if (fixStart)
{
//Fix the first chainlink to the world
JointFactory.CreateFixedRevoluteJoint(world, chainLinks[0], new Vector2(0, -(linkHeight / 2)),
chainLinks[0].Position);
}
if (fixEnd)
{
//Fix the last chainlink to the world
JointFactory.CreateFixedRevoluteJoint(world, chainLinks[chainLinks.Count - 1],
new Vector2(0, (linkHeight / 2)),
chainLinks[chainLinks.Count - 1].Position);
}
//Attach all the chainlinks together with a revolute joint
PathManager.AttachBodiesWithRevoluteJoint(world, chainLinks, new Vector2(0, -linkHeight),
new Vector2(0, linkHeight),
false, false);
return (path);
}
示例12: EvenlyDistributeShapesAlongPath
public static List<PhysicsBody> EvenlyDistributeShapesAlongPath(PhysicsWorld world, Path path, Shape shape, BodyType type,
int copies)
{
return EvenlyDistributeShapesAlongPath(world, path, shape, type, copies, null);
}
示例13: PhysicsBody
public PhysicsBody(PhysicsWorld world, object userData)
{
FixtureList = new List<Fixture>(32);
BodyId = _bodyIdCounter++;
World = world;
UserData = userData;
FixedRotation = false;
IsBullet = false;
SleepingAllowed = true;
Awake = true;
BodyType = BodyType.Static;
Enabled = true;
Xf.R.Set(0);
world.AddBody(this);
}
示例14: CreateWeldJoint
public static WeldJoint CreateWeldJoint(PhysicsWorld world, PhysicsBody bodyA, PhysicsBody bodyB, Vector2 localAnchorA,
Vector2 localAnchorB)
{
WeldJoint weldJoint = new WeldJoint(bodyA, bodyB, localAnchorA, localAnchorB);
world.AddJoint(weldJoint);
return weldJoint;
}
示例15: CreateFrictionJoint
public static FrictionJoint CreateFrictionJoint(PhysicsWorld world, PhysicsBody bodyA, PhysicsBody bodyB, Vector2 anchorA,
Vector2 anchorB)
{
FrictionJoint frictionJoint = new FrictionJoint(bodyA, bodyB, anchorA, anchorB);
world.AddJoint(frictionJoint);
return frictionJoint;
}