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C# Collision.CollisionSkin类代码示例

本文整理汇总了C#中JigLibX.Collision.CollisionSkin的典型用法代码示例。如果您正苦于以下问题:C# CollisionSkin类的具体用法?C# CollisionSkin怎么用?C# CollisionSkin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。


CollisionSkin类属于JigLibX.Collision命名空间,在下文中一共展示了CollisionSkin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: CollDetectInfo

 public CollDetectInfo(CollisionSkin skin0, CollisionSkin skin1, int indexPrim0, int indexPrim1)
 {
     this.IndexPrim0 = indexPrim0;
     this.IndexPrim1 = indexPrim1;
     this.Skin0 = skin0;
     this.Skin1 = skin1;
 }
开发者ID:bradleat,项目名称:trafps,代码行数:7,代码来源:CollisionInfo.cs

示例2: CollisionTransform

 public CollisionTransform(CollisionSkin collision, Scene scene)
 {
     this.scene = scene;
     this.collision = collision;
     this.collisionTransform = new JigLibX.Math.Transform(position, worldMatrix);
     this.oldTransform = collisionTransform;
 }
开发者ID:MattVitelli,项目名称:Nosferatu,代码行数:7,代码来源:CollisionTransform.cs

示例3: SetSkinAndBody

 public override void SetSkinAndBody()
 {
     Body = new Body();
     Skin = new CollisionSkin(null);
     Skin.AddPrimitive(new JigLibX.Geometry.Plane(Vector3.Up, 0f), new MaterialProperties(0.2f, 0.7f, 0.6f));
     PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(Skin);
 }
开发者ID:shakalandro,项目名称:3DTestGame,代码行数:7,代码来源:PlaneModel.cs

示例4: TriangleMeshActor

    public TriangleMeshActor(Game game, Vector3 position, float scale,
        Texture2D heightMap,
        float[,] heightData)
        : base(game)
    {
        this.position = position;
        this.scale = new Vector3(1,1,1);

        _body = new Body();

        _body.MoveTo(position, Matrix.Identity);

        Array2D field = new Array2D(heightData.GetUpperBound(0), heightData.GetUpperBound(1));

        int upperZ = heightData.GetUpperBound(1);
        for (int x = 0; x < heightData.GetUpperBound(0); x++)
        {
            for (int z = 0; z < upperZ; z++)
            {
                field.SetAt(x, z, heightData[x, upperZ - 1 - z]);
            }
        }

        _skin = new CollisionSkin(null);

        float X = heightMap.Width / 2 * scale;
        float Z = heightMap.Height / 2 * scale;
        _skin.AddPrimitive(new Heightmap(field, X, -Z, scale, scale), new MaterialProperties(0.7f, 0.7f, 0.6f));

        _skin.ExternalData = this;

        PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(_skin);
    }
开发者ID:alittle1234,项目名称:XNA_Project,代码行数:33,代码来源:TriangleMeshActor.cs

示例5: BowlingPin

        public BowlingPin(Game game, Model model, Matrix orientation, Vector3 position)
            : base(game, model)
        {
            body = new Body();
            collision = new CollisionSkin(body);

            // add a capsule for the main corpus
            Primitive capsule = new Capsule(Vector3.Zero, Matrix.Identity, 0.1f, 1.3f);
            // add a small box at the buttom
            Primitive box = new Box(new Vector3(-0.1f,-0.1f,-0.1f), Matrix.Identity, Vector3.One * 0.2f);
            // add a sphere in the middle
            Primitive sphere = new Sphere(new Vector3(0.0f, 0.0f, 0.3f), 0.3f);

            collision.AddPrimitive(capsule, new MaterialProperties(0.1f, 0.5f, 0.5f));
            collision.AddPrimitive(box, new MaterialProperties(0.1f, 0.5f, 0.5f));
            collision.AddPrimitive(sphere, new MaterialProperties(0.1f, 0.5f, 0.5f));

            body.CollisionSkin = this.collision;
            Vector3 com = SetMass(0.5f);

            body.MoveTo(position, orientation);
            collision.ApplyLocalTransform(new Transform(-com, Matrix.Identity));

            body.EnableBody();
            this.scale = Vector3.One * 10.0f;
        }
开发者ID:shakalandro,项目名称:3DTestGame,代码行数:26,代码来源:BowlingPin.cs

示例6: HeightmapObject

        public HeightmapObject(Game game, Model model,Vector2 shift)
            : base(game, model)
        {
            body = new Body(); // just a dummy. The PhysicObject uses its position to get the draw pos
            collision = new CollisionSkin(null);

            HeightMapInfo heightMapInfo = model.Tag as HeightMapInfo;
            Array2D field = new Array2D(heightMapInfo.heights.GetUpperBound(0), heightMapInfo.heights.GetUpperBound(1));

            for (int x = 0; x < heightMapInfo.heights.GetUpperBound(0); x++)
            {
                for (int z = 0; z < heightMapInfo.heights.GetUpperBound(1); z++)
                {
                    field.SetAt(x,z,heightMapInfo.heights[x,z]);
                }
            }

            // move the body. The body (because its not connected to the collision
            // skin) is just a dummy. But the base class shoudl know where to
            // draw the model.
            body.MoveTo(new Vector3(shift.X,0,shift.Y), Matrix.Identity);

            collision.AddPrimitive(new Heightmap(field, shift.X, shift.Y, 1, 1), new MaterialProperties(0.7f,0.7f,0.6f));

            PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(collision);
        }
开发者ID:shakalandro,项目名称:3DTestGame,代码行数:26,代码来源:HeightmapObject.cs

示例7: Initialise

        public override void Initialise()
        {
            base.Initialise();

            // Create new bodey and collision skin
            m_Body = new Body();
            m_Skin = new CollisionSkin(m_Body);

            if (m_Body != null)
            {
                // Set skin to the body
                m_Body.CollisionSkin = m_Skin;

                // Check the skin was successfully created and add this 
                // custom dice as a primitive to the collision skin
                if (m_Skin != null)
                {
                    Box box = new Box(Vector3.Zero, Matrix.Identity, transform.Scale);
                    m_Skin.AddPrimitive(box, (int)MaterialTable.MaterialID.BouncyNormal);

                    // Set mass
                    m_Mass = SetMass(1.0f);

                    // Move the body to correct position initially
                    m_Body.MoveTo(transform.Position, Matrix.Identity);

                    // Apply transform to skin
                    m_Skin.ApplyLocalTransform(new JigLibX.Math.Transform(-m_Mass, Matrix.Identity));

                    // Enable body
                    EnableBody();
                }
            }
        }
开发者ID:Imortilize,项目名称:Psynergy-Engine,代码行数:34,代码来源:CustomDiceJibLibX.cs

示例8: Gobject

 /// <summary>
 /// Default Constructor
 /// Initalizes the Body and a CollisionSkin
 /// No Primatives are added to the Body
 /// </summary>
 /// <param name="position">Initial Body Position</param>
 /// <param name="scale">Scale</param>
 public Gobject()
 {
     Body = new Body();
     Skin = new CollisionSkin(Body);
     Body.CollisionSkin = Skin;
     Body.ExternalData = this;
 }
开发者ID:colbybhearn,项目名称:3DPhysics,代码行数:14,代码来源:Gobject.cs

示例9: Setup

        void Setup(HeightMapInfo heightMapInfo, Vector2 shift)
        {
            // A dummy. The physics object uses its position to get draw pos
            Body = new Body();

            CollisionSkin = new CollisionSkin(null);

            info = heightMapInfo;
            Array2D field = new Array2D(heightMapInfo.Heights.GetUpperBound(0), heightMapInfo.Heights.GetUpperBound(1));

            for (int x = 0; x < heightMapInfo.Heights.GetUpperBound(0); ++x)
            {
                for (int z = 0; z < heightMapInfo.Heights.GetUpperBound(1); ++z)
                {
                    field.SetAt(x, z, heightMapInfo.Heights[x, z]);
                }
            }

            // Move dummy body. The body isn't connected to the collision skin.
            // But the base class should know where to draw the model.
            Body.MoveTo(new Vector3(shift.X, 0, shift.Y), Matrix.Identity);

            CollisionSkin.AddPrimitive(new Heightmap(field, shift.X, shift.Y, 1, 1), new MaterialProperties(0.7f, 0.7f, 0.6f));

            PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(CollisionSkin);
        }
开发者ID:JllyGrnGiant,项目名称:game_demo,代码行数:26,代码来源:HeightMapObject.cs

示例10: HeightmapObject

        public HeightmapObject(Model model,Vector2 shift, Vector3 position)
            : base()
        {
            Body = new Body(); // just a dummy. The PhysicObject uses its position to get the draw pos
            Skin = new CollisionSkin(null);

            HeightMapInfo heightMapInfo = model.Tag as HeightMapInfo;
            Array2D field = new Array2D(heightMapInfo.heights.GetLength(0), heightMapInfo.heights.GetLength(1));

            for (int x = 0; x < heightMapInfo.heights.GetLength(0); x++)
            {
                for (int z = 0; z < heightMapInfo.heights.GetLength(1); z++)
                {
                    field.SetAt(x,z,heightMapInfo.heights[x,z]);
                }
            }

            // move the body. The body (because its not connected to the collision
            // skin) is just a dummy. But the base class shoudl know where to
            // draw the model.
            Body.MoveTo(new Vector3(shift.X,0,shift.Y), Matrix.Identity);

            Skin.AddPrimitive(new Heightmap(field, shift.X, shift.Y, heightMapInfo.terrainScale, heightMapInfo.terrainScale), new MaterialProperties(0.7f, 0.7f, 0.6f));

            PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(Skin);
            CommonInit(position, new Vector3(1,1,1), model, false, 0);
        }
开发者ID:colbybhearn,项目名称:3DPhysics,代码行数:27,代码来源:HeightmapObject.cs

示例11: OnAdd

        public override void OnAdd(Scene scene)
        {
            this.scene = scene;
            this.interactTrigger.OnAdd(scene);
            if (useCollisionTransform)
            {
                Transform oldTransform = Transformation;

                if (mesh.GetCollisionMesh() != null)
                {
                    collision = new CollisionSkin(null);
                    collision.AddPrimitive(mesh.GetCollisionMesh(), (int)MaterialTable.MaterialID.NotBouncyRough);
                    scene.GetPhysicsEngine().CollisionSystem.AddCollisionSkin(collision);
                }

                Transformation = new CollisionTransform(this.collision, scene);
                Transformation.SetPosition(oldTransform.GetPosition());
                Transformation.SetRotation(oldTransform.GetRotation());
                Transformation.SetScale(oldTransform.GetScale());
                oldTransform = null;

            }
            else
                base.OnAdd(scene);
        }
开发者ID:MattVitelli,项目名称:Nosferatu,代码行数:25,代码来源:InteractObject.cs

示例12: UpdateCollision

 public void UpdateCollision()
 {
     if (geometry.CanRender)
     {
         Body[] bodies = PhysicsHelper.PhysicsBodiesVolume(boundsWorldSpaceCollision);
         if(CollisionMesh == null && bodies.Length > 0)
         {
             GenerateCollisionMesh();
             CollisionDeleteTime = CollisionDeleteTimeS;
         }
         else if (CollisionMesh != null)
         {
             if (bodies.Length < 1)
             {
                 CollisionDeleteTime -= Time.GameTime.ElapsedTime;
                 if (CollisionDeleteTime <= 0)
                 {
                     PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.RemoveCollisionSkin(Collision);
                     Collision = null;
                     CollisionMesh = null;
                 }
             }
             else
             {
                 CollisionDeleteTime = CollisionDeleteTimeS;
             }
         }
     }
 }
开发者ID:nhippenmeyer,项目名称:CS248,代码行数:29,代码来源:VoxelCollision.cs

示例13: HeightMapModel

        // TODO: Need to add png parameter
        public HeightMapModel(Game game, Model m, Boolean t, Vector3 pos, float scale)
            : base(game, m, t, pos, scale, true)
        {
            Body = new Body(); // just a dummy. The PhysicObject uses its position to get the draw pos
            Skin = new CollisionSkin(null);

            HeightMapInfo heightMapInfo = this.model.Tag as HeightMapInfo;
            Array2D field = new Array2D(heightMapInfo.heights.GetUpperBound(0), heightMapInfo.heights.GetUpperBound(1));

            for (int x = 0; x < heightMapInfo.heights.GetUpperBound(0); x++)
            {
                for (int z = 0; z < heightMapInfo.heights.GetUpperBound(1); z++)
                {
                    field.SetAt(x, z, heightMapInfo.heights[x, z]);
                }
            }

            // move the body. The body (because its not connected to the collision
            // skin) is just a dummy. But the base class shoudl know where to
            // draw the model.
            Body.MoveTo(this.Position, Matrix.Identity);

            Skin.AddPrimitive(new Heightmap(field, 0f, 0f, 1, 1), new MaterialProperties(0.7f, 0.7f, 0.6f));

            PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(this.Skin);
        }
开发者ID:shakalandro,项目名称:3DTestGame,代码行数:27,代码来源:HeightMapModel.cs

示例14: HeightMapModel2

        public HeightMapModel2(Game game, HeightMap info, Boolean t, Vector3 pos, float scale)
            : base(game , null, t, pos, scale)
        {
            // Game game, Model m, Boolean t, Vector3 pos, float scale, Boolean solid
            //Game game, HeightMap m, Boolean t, Vector3 pos, float scale

            this.Visible = false;
            Body = new Body();
            Skin = new CollisionSkin(null);
            //Skin.CollisionType = (int)CollisionTypes.Terrain;

            Array2D field = new Array2D(info.heights.GetUpperBound(0), info.heights.GetUpperBound(1));

            for (int x = 0; x < info.heights.GetUpperBound(0); x++)
            {
                for (int z = 0; z < info.heights.GetUpperBound(1); z++)
                {
                    field.SetAt(x, z, info.heights[x, z]);
                }
            }

            Body.MoveTo(new Vector3(info.heightmapPosition.X, info.heightmapPosition.Y, info.heightmapPosition.Y), Matrix.Identity);

            Skin.AddPrimitive(new Heightmap(field, info.heightmapPosition.X, info.heightmapPosition.Y, scale, scale), (int)MaterialTable.MaterialID.NotBouncyRough);

            Body.Immovable = true;

            PhysicsSystem.CurrentPhysicsSystem.CollisionSystem.AddCollisionSkin(Skin);
        }
开发者ID:shakalandro,项目名称:3DTestGame,代码行数:29,代码来源:HeightMapModel2.cs

示例15: Missile

        public Missile(ParentGame game, Model modelObj, Texture2D[] modelTextures, DrawingClass drawClass, GameplayScreen Screen)
            : base(game, modelObj, modelTextures)
        {
            this.drawClass = drawClass;
            this.Screen = Screen;

            _body = new Body();
            _skin = new CollisionSkin(_body);
            _body.CollisionSkin = _skin;

            Box box = new Box(Vector3.Zero, Matrix.Identity, new Vector3(1f,1f,4f));
            _skin.AddPrimitive(box, new MaterialProperties(0.8f, 0.8f, 0.7f));

            Vector3 com = SetMass(2.0f);

            _body.MoveTo(position, Matrix.Identity);
            _skin.ApplyLocalTransform(new Transform(-com, Matrix.Identity));
            _body.EnableBody();

            Body.ExternalData = this;

            Vector3 pos = position;
            Vector3 forwardVec = Body.Orientation.Forward;
            forwardVec.Normalize();

            pos -= forwardVec * 10;
            // Use the particle emitter helper to output our trail particles.
            trailEmitter = new ParticleEmitter(drawClass.projectileTrailParticles,
                                               trailParticlesPerSecond, position);

            rgob = new RagdollObject(parentGame, null, null, null, RagdollObject.RagdollType.Simple, 1.0f, 3);
            rgob.Position = position;
            //rgob.PutToSleep();

            //rgob.limbs[0].PhysicsBody.AngularVelocity = (new Vector3(1, 1, 0) * 2000);

            RagdollTransforms = new List<Matrix>();

            RagdollTransforms = rgob.GetWorldMatrix();

            foreach (JigLibX.Objects.PhysicObject lim in rgob.limbs)
                DisableCollisions(lim.PhysicsBody, Body);

            foreach (JigLibX.Objects.PhysicObject lim in rgob.limbs)
                foreach (BuildingPiece pic in Screen.PieceList)
                    DisableCollisions(lim.PhysicsBody, pic.Body);

            foreach (JigLibX.Objects.PhysicObject lim in rgob.limbs)
                foreach (Building bld in Screen.Buildings)
                    DisableCollisions(lim.PhysicsBody, bld.Body);

            foreach (JigLibX.Objects.PhysicObject lim in rgob.limbs)
                DisableCollisions(lim.PhysicsBody, Screen.terrainActor.Body);

            foreach (JigLibX.Objects.PhysicObject limb0 in rgob.limbs)
                foreach (Missile mis in Screen.BulletList)
                    foreach (JigLibX.Objects.PhysicObject limb1 in mis.rgob.limbs)
                        DisableCollisions(limb1.PhysicsBody, limb0.PhysicsBody);
        }
开发者ID:alittle1234,项目名称:XNA_Project,代码行数:59,代码来源:Missile.cs


注:本文中的JigLibX.Collision.CollisionSkin类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。