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C# MyPhysicsBody.Weld方法代码示例

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


在下文中一共展示了MyPhysicsBody.Weld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: Weld

        public void Weld(MyPhysicsBody other, bool recreateShape = true)
        {
            if (other.WeldInfo.Parent == this) //already welded to this
                return;

            if(other.IsWelded && !IsWelded)
            {
                other.Weld(this);
                return;
            }

            if(IsWelded)
            {
                WeldInfo.Parent.Weld(other);
                return;
            }
            
            HkShape thisShape;
            if (WeldInfo.Children.Count == 0)
            {
                thisShape = RigidBody.GetShape();
                HkShape.SetUserData(thisShape, RigidBody);
                Entity.OnPhysicsChanged += WeldedEntity_OnPhysicsChanged;
                //Entity.OnClose += Entity_OnClose;
            }
            else
                thisShape = GetShape();

            other.Deactivate();

            var transform = other.RigidBody.GetRigidBodyMatrix() * Matrix.Invert(RigidBody.GetRigidBodyMatrix());
            other.WeldInfo.Transform = transform;
            other.WeldedRigidBody = other.RigidBody;
            other.RigidBody = RigidBody;
            other.WeldInfo.Parent = this;

            WeldInfo.Children.Add(other);

            if(recreateShape)
                RecreateWeldedShape(thisShape);

            other.Entity.OnPhysicsChanged += WeldedEntity_OnPhysicsChanged;
        }
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:43,代码来源:MyPhysicsBody.cs

示例2: Weld

        public void Weld(MyPhysicsBody other, bool recreateShape = true)
        {
            if (other.WeldInfo.Parent == this) //already welded to this
                return;

            if (other.IsWelded && !IsWelded)
            {
                other.Weld(this);
                return;
            }

            if (IsWelded)
            {
                WeldInfo.Parent.Weld(other);
                return;
            }
            if(other.WeldInfo.Children.Count > 0)
            {
                Debug.Fail("Welding other welded gorup");
                other.UnweldAll(false); //they should end in same group and get welded
            }
            ProfilerShort.Begin("Weld");
            HkShape thisShape;
            bool firstWelded = WeldInfo.Children.Count == 0;
            if (firstWelded)
            {
                //RemoveConstraints(RigidBody);
                WeldedRigidBody = RigidBody;
                thisShape = RigidBody.GetShape();
                if (HavokWorld != null)
                    HavokWorld.RemoveRigidBody(WeldedRigidBody);
                RigidBody = HkRigidBody.Clone(WeldedRigidBody);
                if (HavokWorld != null)
                    HavokWorld.AddRigidBody(RigidBody);
                HkShape.SetUserData(thisShape, RigidBody);
                Entity.OnPhysicsChanged += WeldedEntity_OnPhysicsChanged;
                WeldInfo.UpdateMassProps(RigidBody);
                //Entity.OnClose += Entity_OnClose;
            }
            else
                thisShape = GetShape();

            other.Deactivate();

            var transform = other.Entity.WorldMatrix*Entity.WorldMatrixInvScaled;
            other.WeldInfo.Transform = transform;
            other.WeldInfo.UpdateMassProps(other.RigidBody);
            Debug.Assert(other.WeldedRigidBody == null);
            other.WeldedRigidBody = other.RigidBody;
            other.RigidBody = RigidBody;
            other.WeldInfo.Parent = this;
            other.ClusterObjectID = ClusterObjectID;
            WeldInfo.Children.Add(other);

            //if(recreateShape)
            //    RecreateWeldedShape(thisShape);

            ProfilerShort.BeginNextBlock("OnPhysicsChanged");
            //(other.Entity as MyEntity).RaisePhysicsChanged();
            //other.Entity.OnPhysicsChanged += WeldedEntity_OnPhysicsChanged;
            //Debug.Assert(other.m_constraints.Count == 0, "Constraints left in welded body");
            ProfilerShort.BeginNextBlock("RemoveConstraints");
            ProfilerShort.End();
            OnWelded(other);
            other.OnWelded(this);
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:66,代码来源:MyPhysicsBody.Welding.cs


注:本文中的Sandbox.Engine.Physics.MyPhysicsBody.Weld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。