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C# BulletSPlugin.BulletBody类代码示例

本文整理汇总了C#中Universe.Region.Physics.BulletSPlugin.BulletBody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;
 }
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:13,代码来源:BSConstraintHinge.cs

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);
 }
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:19,代码来源:BSConstraint6Dof.cs

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);
 }
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:23,代码来源:BSConstraintCollection.cs

示例4: WantsSleeping

 public abstract bool WantsSleeping(BulletBody obj);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例5: UpdateInertiaTensor

 public abstract void UpdateInertiaTensor(BulletBody obj);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例6: Translate

 public abstract void Translate(BulletBody obj, Vector3 trans);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例7: SetTranslation

 public abstract void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例8: SetRestitution

 public abstract void SetRestitution(BulletBody obj, float val);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例9: SetGravity

 public abstract void SetGravity(BulletBody obj, Vector3 val);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例10: SetDeactivationTime

 public abstract void SetDeactivationTime(BulletBody obj, float dtime);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例11: SetDamping

 public abstract void SetDamping(BulletBody obj, float lin_damping, float ang_damping);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例12: SetContactProcessingThreshold

 public abstract void SetContactProcessingThreshold(BulletBody obj, float val);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例13: SetCollisionShape

 public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例14: SetCollisionGroupMask

 public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs

示例15: SetMassProps

 public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia);
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:1,代码来源:BSApiTemplate.cs


注:本文中的Universe.Region.Physics.BulletSPlugin.BulletBody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。