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C# BulletSPlugin.BulletWorld类代码示例

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


BulletWorld类属于Universe.Physics.BulletSPlugin命名空间,在下文中一共展示了BulletWorld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: BSConstraint6Dof

 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     m_enabled = false;
 }
开发者ID:VirtualReality,项目名称:Universe,代码行数:7,代码来源:BSConstraint6Dof.cs

示例2: BSConstraintConeTwist

 public BSConstraintConeTwist(BulletWorld world, BulletBody obj1, BulletBody obj2,
                 Vector3 frameInAloc, Quaternion frameInArot,
                 Vector3 frameInBloc, Quaternion frameInBrot,
                 bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     m_constraint = PhysicsScene.PE.CreateConeTwistConstraint(world, obj1, obj2,
                             frameInAloc, frameInArot, frameInBloc, frameInBrot,
                             disableCollisionsBetweenLinkedBodies);
     m_enabled = true;
 }
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:13,代码来源:BSConstraintConeTwist.cs

示例3: BSConstraintSlider

 public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2,
             Vector3 frameInAloc, Quaternion frameInArot,
             Vector3 frameInBloc, Quaternion frameInBrot,
             bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2,
                         frameInAloc, frameInArot, frameInBloc, frameInBrot,
                         useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
     m_enabled = true;
 }
开发者ID:VirtualReality,项目名称:Universe,代码行数:13,代码来源:BSConstraintSlider.cs

示例4: BSConstraintHinge

 public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
     Vector3 pivotInA, Vector3 pivotInB,
     Vector3 axisInA, Vector3 axisInB,
     bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
         pivotInA, pivotInB, axisInA, axisInB,
         useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
     m_enabled = true;
 }
开发者ID:VirtualReality,项目名称:Universe,代码行数:13,代码来源:BSConstraintHinge.cs

示例5: BSConstraintSpring

        public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
                        Vector3 frame1Loc, Quaternion frame1Rot,
                        Vector3 frame2Loc, Quaternion frame2Rot,
                        bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
            : base(world, obj1, obj2)
        {
            m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
                                    frame1Loc, frame1Rot, frame2Loc, frame2Rot,
                                    useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
            m_enabled = true;

            PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
                                obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
            PhysicsScene.DetailLog("{0},BSConstraintSpring,create,  f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
                        m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
        }
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:16,代码来源:BSConstraintSpring.cs

示例6: BSConstraint6Dof

 // Create a btGeneric6DofConstraint
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
     Vector3 frame1, Quaternion frame1rot,
     Vector3 frame2, Quaternion frame2rot,
     bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     m_constraint = PhysicsScene.PE.Create6DofConstraint(m_world, m_body1, m_body2,
         frame1, frame1rot,
         frame2, frame2rot,
         useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
     m_enabled = true;
     world.physicsScene.DetailLog(
         "{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
         BSScene.DetailLogZero, world.worldID,
         obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
 }
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:19,代码来源:BSConstraint6Dof.cs

示例7: UpdateSingleAabb

 // =====================================================================================
 // btCollisionWorld entries
 public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj);
开发者ID:VirtualReality,项目名称:Universe,代码行数:3,代码来源:BSApiTemplate.cs

示例8: UpdateAabbs

 public abstract void UpdateAabbs(BulletWorld world);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例9: SetForceUpdateAllAabbs

 public abstract void SetForceUpdateAllAabbs(BulletWorld world, bool force);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例10: ResetConstraintSolver

 public virtual void ResetConstraintSolver(BulletWorld sim)
 {
 }
开发者ID:VirtualReality,项目名称:Universe,代码行数:3,代码来源:BSApiTemplate.cs

示例11: RemoveObjectFromWorld

 public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例12: PhysicsStep

 public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
     out int updatedEntityCount, out int collidersCount);
开发者ID:VirtualReality,项目名称:Universe,代码行数:2,代码来源:BSApiTemplate.cs

示例13: DestroyObject

 public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例14: DestroyConstraint

 public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例15: GetForceUpdateAllAabbs

 public abstract bool GetForceUpdateAllAabbs(BulletWorld world);
开发者ID:VirtualReality,项目名称:Universe,代码行数:1,代码来源:BSApiTemplate.cs


注:本文中的Universe.Physics.BulletSPlugin.BulletWorld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。