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C# BulletBody.ApplyCollisionMask方法代码示例

本文整理汇总了C#中OpenSim.Region.PhysicsModule.BulletS.BulletBody.ApplyCollisionMask方法的典型用法代码示例。如果您正苦于以下问题:C# BulletBody.ApplyCollisionMask方法的具体用法?C# BulletBody.ApplyCollisionMask怎么用?C# BulletBody.ApplyCollisionMask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OpenSim.Region.PhysicsModule.BulletS.BulletBody的用法示例。


在下文中一共展示了BulletBody.ApplyCollisionMask方法的3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: AddObjectToWorld

    public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
    {
        DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
        CollisionObject cbody = (pBody as BulletBodyXNA).body;
        RigidBody rbody = cbody as RigidBody;

        // Bullet resets several variables when an object is added to the world. In particular,
        //   BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic
        //   type. Of course, the collision flags in the broadphase proxy are initialized to default.
        IndexedMatrix origPos = cbody.GetWorldTransform();
        if (rbody != null)
        {
            IndexedVector3 origGrav = rbody.GetGravity();
            world.AddRigidBody(rbody);
            rbody.SetGravity(origGrav);
        }
        else
        {
            world.AddCollisionObject(cbody);
        }
        cbody.SetWorldTransform(origPos);

        pBody.ApplyCollisionMask(pWorld.physicsScene);

        //if (body.GetBroadphaseHandle() != null)
        //    world.UpdateSingleAabb(body);
        return true;
    }
开发者ID:CassieEllen,项目名称:opensim,代码行数:28,代码来源:BSAPIXNA.cs

示例2: BSTerrainMesh

    // Create terrain mesh from a heightmap.
    public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
                                                    Vector3 minCoords, Vector3 maxCoords)
        : base(physicsScene, regionBase, id)
    {
        int indicesCount;
        int[] indices;
        int verticesCount;
        float[] vertices;

        m_savedHeightMap = initialMap;

        m_sizeX = (int)(maxCoords.X - minCoords.X);
        m_sizeY = (int)(maxCoords.Y - minCoords.Y);

        bool meshCreationSuccess = false;
        if (BSParam.TerrainMeshMagnification == 1)
        {
            // If a magnification of one, use the old routine that is tried and true.
            meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene,
                                            initialMap, m_sizeX, m_sizeY,       // input size
                                            Vector3.Zero,                       // base for mesh
                                            out indicesCount, out indices, out verticesCount, out vertices);
        }
        else
        {
            // Other magnifications use the newer routine
            meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene,
                                            initialMap, m_sizeX, m_sizeY,       // input size
                                            BSParam.TerrainMeshMagnification,
                                            physicsScene.TerrainManager.DefaultRegionSize,
                                            Vector3.Zero,                       // base for mesh
                                            out indicesCount, out indices, out verticesCount, out vertices);
        }
        if (!meshCreationSuccess)
        {
            // DISASTER!!
            m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID);
            m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
            // Something is very messed up and a crash is in our future.
            return;
        }

        m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
                                BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);

        m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices);
        if (!m_terrainShape.HasPhysicalShape)
        {
            // DISASTER!!
            m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID);
            m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
            // Something is very messed up and a crash is in our future.
            return;
        }

        Vector3 pos = regionBase;
        Quaternion rot = Quaternion.Identity;

        m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
        if (!m_terrainBody.HasPhysicalBody)
        {
            // DISASTER!!
            m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
            // Something is very messed up and a crash is in our future.
            return;
        }
        physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin);

        // Set current terrain attributes
        m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
        m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
        m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
        m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold);
        m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);

        // Static objects are not very massive.
        m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);

        // Put the new terrain to the world of physical objects
        m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody);

        // Redo its bounding box now that it is in the world
        m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody);

        m_terrainBody.collisionType = CollisionType.Terrain;
        m_terrainBody.ApplyCollisionMask(m_physicsScene);

        if (BSParam.UseSingleSidedMeshes)
        {
            m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
            m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
        }

        // Make it so the terrain will not move or be considered for movement.
        m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
    }
开发者ID:CassieEllen,项目名称:opensim,代码行数:97,代码来源:BSTerrainMesh.cs

示例3: AddObjectToWorld

// =====================================================================================
// btDynamicsWorld entries
public override bool AddObjectToWorld(BulletWorld world, BulletBody obj)
{
    BulletWorldUnman worldu = world as BulletWorldUnman;
    BulletBodyUnman bodyu = obj as BulletBodyUnman;

    // Bullet resets several variables when an object is added to the world.
    //   Gravity is reset to world default depending on the static/dynamic
    //   type. Of course, the collision flags in the broadphase proxy are initialized to default.
    Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr);

    bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr);

    if (ret)
    {
        BSAPICPP.SetGravity2(bodyu.ptr, origGrav);
        obj.ApplyCollisionMask(world.physicsScene);
    }
    return ret;
}
开发者ID:CassieEllen,项目名称:opensim,代码行数:21,代码来源:BSAPIUnman.cs


注:本文中的OpenSim.Region.PhysicsModule.BulletS.BulletBody.ApplyCollisionMask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。