本文整理汇总了C#中Universe.Region.Physics.BulletSPlugin.BulletBody类的典型用法代码示例。如果您正苦于以下问题:C# BulletBody类的具体用法?C# BulletBody怎么用?C# BulletBody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。
BulletBody类属于Universe.Region.Physics.BulletSPlugin命名空间,在下文中一共展示了BulletBody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: 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;
}
示例2: 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);
}
示例3: RemoveAndDestroyConstraint
// Remove all constraints that reference the passed body.
// Return 'true' if any constraints were destroyed.
public bool RemoveAndDestroyConstraint(BulletBody body1)
{
List<BSConstraint> toRemove = new List<BSConstraint>();
uint lookingID = body1.ID;
lock (m_constraints)
{
foreach (BSConstraint constrain in m_constraints)
{
if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
{
toRemove.Add(constrain);
}
}
foreach (BSConstraint constrain in toRemove)
{
m_constraints.Remove(constrain);
constrain.Dispose();
}
}
return (toRemove.Count > 0);
}
示例4: WantsSleeping
public abstract bool WantsSleeping(BulletBody obj);
示例5: UpdateInertiaTensor
public abstract void UpdateInertiaTensor(BulletBody obj);
示例6: Translate
public abstract void Translate(BulletBody obj, Vector3 trans);
示例7: SetTranslation
public abstract void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation);
示例8: SetRestitution
public abstract void SetRestitution(BulletBody obj, float val);
示例9: SetGravity
public abstract void SetGravity(BulletBody obj, Vector3 val);
示例10: SetDeactivationTime
public abstract void SetDeactivationTime(BulletBody obj, float dtime);
示例11: SetDamping
public abstract void SetDamping(BulletBody obj, float lin_damping, float ang_damping);
示例12: SetContactProcessingThreshold
public abstract void SetContactProcessingThreshold(BulletBody obj, float val);
示例13: SetCollisionShape
public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape);
示例14: SetCollisionGroupMask
public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask);
示例15: SetMassProps
public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia);