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C# PhysicsWorld.RemoveBody方法代码示例

本文整理汇总了C#中GameLibrary.Dependencies.Physics.Dynamics.PhysicsWorld.RemoveBody方法的典型用法代码示例。如果您正苦于以下问题:C# PhysicsWorld.RemoveBody方法的具体用法?C# PhysicsWorld.RemoveBody怎么用?C# PhysicsWorld.RemoveBody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GameLibrary.Dependencies.Physics.Dynamics.PhysicsWorld的用法示例。


在下文中一共展示了PhysicsWorld.RemoveBody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: Cut

        /// <summary>
        /// This is a high-level function to cuts fixtures inside the given world, using the start and end points.
        /// Note: We don't support cutting when the start or end is inside a shape.
        /// </summary>
        /// <param name="world">The world.</param>
        /// <param name="start">The startpoint.</param>
        /// <param name="end">The endpoint.</param>
        /// <param name="thickness">The thickness of the cut</param>
        public static void Cut(PhysicsWorld world, Vector2 start, Vector2 end, float thickness)
        {
            List<Fixture> fixtures = new List<Fixture>();
            List<Vector2> entryPoints = new List<Vector2>();
            List<Vector2> exitPoints = new List<Vector2>();

            //We don't support cutting when the start or end is inside a shape.
            if (world.TestPoint(start) != null || world.TestPoint(end) != null)
                return;

            //Get the entry points
            world.RayCast((f, p, n, fr) =>
                              {
                                  fixtures.Add(f);
                                  entryPoints.Add(p);
                                  return 1;
                              }, start, end);

            //Reverse the ray to get the exitpoints
            world.RayCast((f, p, n, fr) =>
                              {
                                  exitPoints.Add(p);
                                  return 1;
                              }, end, start);

            //We only have a single point. We need at least 2
            if (entryPoints.Count + exitPoints.Count < 2)
                return;

            for (int i = 0; i < fixtures.Count; i++)
            {
                // can't cut circles yet !
                if (fixtures[i].Shape.ShapeType != ShapeType.Polygon)
                    continue;

                if (fixtures[i].Body.BodyType != BodyType.Static)
                {
                    //Split the shape up into two shapes
                    Vertices first;
                    Vertices second;
                    SplitShape(fixtures[i], entryPoints[i], exitPoints[i], thickness, out first, out second);

                    //Delete the original shape and create two new. Retain the properties of the body.
                    if (SanityCheck(first))
                    {
                        PhysicsBody firstFixture = BodyFactory.CreatePolygon(world, first, fixtures[i].Shape.Density,
                                                                            fixtures[i].Body.Position);
                        firstFixture.Rotation = fixtures[i].Body.Rotation;
                        firstFixture.LinearVelocity = fixtures[i].Body.LinearVelocity;
                        firstFixture.AngularVelocity = fixtures[i].Body.AngularVelocity;
                        firstFixture.BodyType = BodyType.Dynamic;
                    }

                    if (SanityCheck(second))
                    {
                        PhysicsBody secondFixture = BodyFactory.CreatePolygon(world, second, fixtures[i].Shape.Density,
                                                                             fixtures[i].Body.Position);
                        secondFixture.Rotation = fixtures[i].Body.Rotation;
                        secondFixture.LinearVelocity = fixtures[i].Body.LinearVelocity;
                        secondFixture.AngularVelocity = fixtures[i].Body.AngularVelocity;
                        secondFixture.BodyType = BodyType.Dynamic;
                    }
                    world.RemoveBody(fixtures[i].Body);
                }
            }
        }
开发者ID:LostCodeStudios,项目名称:SpaceHordes,代码行数:74,代码来源:CuttingTools.cs


注:本文中的GameLibrary.Dependencies.Physics.Dynamics.PhysicsWorld.RemoveBody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。