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Java CollisionObject.ISLAND_SLEEPING属性代码示例

本文整理汇总了Java中com.bulletphysics.collision.dispatch.CollisionObject.ISLAND_SLEEPING属性的典型用法代码示例。如果您正苦于以下问题:Java CollisionObject.ISLAND_SLEEPING属性的具体用法?Java CollisionObject.ISLAND_SLEEPING怎么用?Java CollisionObject.ISLAND_SLEEPING使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在com.bulletphysics.collision.dispatch.CollisionObject的用法示例。


在下文中一共展示了CollisionObject.ISLAND_SLEEPING属性的8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Java代码示例。

示例1: synchronizeMotionStates

public void synchronizeMotionStates() {
    Stack stack = Stack.enter();
	Transform tmpTrans = stack.allocTransform();
	
	// todo: iterate over awake simulation islands!
	for (int i = 0; i < collisionObjects.size(); i++) {
		CollisionObject colObj = collisionObjects.getQuick(i);
		RigidBody body = RigidBody.upcast(colObj);
		if (body != null && body.getMotionState() != null) {
			if (body.getActivationState() != CollisionObject.ISLAND_SLEEPING) {
				body.getMotionState().setWorldTransform(body.getWorldTransform(tmpTrans));
			}
		}
	}
	stack.leave();
}
 
开发者ID:vbousquet,项目名称:libgdx-jbullet,代码行数:16,代码来源:SimpleDynamicsWorld.java

示例2: saveKinematicState

protected void saveKinematicState (float timeStep) {
	for (int i = 0; i < collisionObjects.size(); i++) {
		CollisionObject colObj = collisionObjects.getQuick(i);
		RigidBody body = RigidBody.upcast(colObj);
		if (body != null) {
			// Transform predictedTrans = new Transform();
			if (body.getActivationState() != CollisionObject.ISLAND_SLEEPING) {
				if (body.isKinematicObject()) {
					// to calculate velocities next frame
					body.saveKinematicState(timeStep);
				}
			}
		}
	}
}
 
开发者ID:vbousquet,项目名称:libgdx-jbullet,代码行数:15,代码来源:DiscreteDynamicsWorld.java

示例3: updateActivationState

protected void updateActivationState (float timeStep) {
	BulletStats.pushProfile("updateActivationState");
	Stack stack = Stack.enter();
	int sp = stack.getSp();
	try {
		Vector3 tmp = stack.allocVector3();

		for (int i = 0; i < collisionObjects.size(); i++) {
			CollisionObject colObj = collisionObjects.getQuick(i);
			RigidBody body = RigidBody.upcast(colObj);
			if (body != null) {
				body.updateDeactivation(timeStep);

				if (body.wantsSleeping()) {
					if (body.isStaticOrKinematicObject()) {
						body.setActivationState(CollisionObject.ISLAND_SLEEPING);
					} else {
						if (body.getActivationState() == CollisionObject.ACTIVE_TAG) {
							body.setActivationState(CollisionObject.WANTS_DEACTIVATION);
						}
						if (body.getActivationState() == CollisionObject.ISLAND_SLEEPING) {
							tmp.set(0f, 0f, 0f);
							body.setAngularVelocity(tmp);
							body.setLinearVelocity(tmp);
						}
					}
				} else {
					if (body.getActivationState() != CollisionObject.DISABLE_DEACTIVATION) {
						body.setActivationState(CollisionObject.ACTIVE_TAG);
					}
				}
			}
		}
	} finally {
		stack.leave(sp);
		BulletStats.popProfile();
	}
}
 
开发者ID:vbousquet,项目名称:libgdx-jbullet,代码行数:38,代码来源:DiscreteDynamicsWorld.java

示例4: saveKinematicState

protected void saveKinematicState(float timeStep) {
	for (int i = 0; i < collisionObjects.size(); i++) {
		CollisionObject colObj = collisionObjects.getQuick(i);
		RigidBody body = RigidBody.upcast(colObj);
		if (body != null) {
			//Transform predictedTrans = new Transform();
			if (body.getActivationState() != CollisionObject.ISLAND_SLEEPING) {
				if (body.isKinematicObject()) {
					// to calculate velocities next frame
					body.saveKinematicState(timeStep);
				}
			}
		}
	}
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:15,代码来源:DiscreteDynamicsWorld.java

示例5: updateActivationState

protected void updateActivationState(float timeStep) {
	BulletStats.pushProfile("updateActivationState");
	try {
		Vector3f tmp = Stack.alloc(Vector3f.class);

		for (int i=0; i<collisionObjects.size(); i++) {
			CollisionObject colObj = collisionObjects.getQuick(i);
			RigidBody body = RigidBody.upcast(colObj);
			if (body != null) {
				body.updateDeactivation(timeStep);

				if (body.wantsSleeping()) {
					if (body.isStaticOrKinematicObject()) {
						body.setActivationState(CollisionObject.ISLAND_SLEEPING);
					}
					else {
						if (body.getActivationState() == CollisionObject.ACTIVE_TAG) {
							body.setActivationState(CollisionObject.WANTS_DEACTIVATION);
						}
						if (body.getActivationState() == CollisionObject.ISLAND_SLEEPING) {
							tmp.set(0f, 0f, 0f);
							body.setAngularVelocity(tmp);
							body.setLinearVelocity(tmp);
						}
					}
				}
				else {
					if (body.getActivationState() != CollisionObject.DISABLE_DEACTIVATION) {
						body.setActivationState(CollisionObject.ACTIVE_TAG);
					}
				}
			}
		}
	}
	finally {
		BulletStats.popProfile();
	}
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:38,代码来源:DiscreteDynamicsWorld.java

示例6: synchronizeMotionStates

public void synchronizeMotionStates() {
	Transform tmpTrans = Stack.alloc(Transform.class);
	
	// todo: iterate over awake simulation islands!
	for (int i = 0; i < collisionObjects.size(); i++) {
		CollisionObject colObj = collisionObjects.getQuick(i);
		RigidBody body = RigidBody.upcast(colObj);
		if (body != null && body.getMotionState() != null) {
			if (body.getActivationState() != CollisionObject.ISLAND_SLEEPING) {
				body.getMotionState().setWorldTransform(body.getWorldTransform(tmpTrans));
			}
		}
	}
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:14,代码来源:SimpleDynamicsWorld.java

示例7: saveKinematicState

protected void saveKinematicState(float timeStep) {
	for (int i = 0; i < collisionObjects.size(); i++) {
		CollisionObject colObj = collisionObjects.get(i);
		RigidBody body = RigidBody.upcast(colObj);
		if (body != null) {
			//Transform predictedTrans = new Transform();
			if (body.getActivationState() != CollisionObject.ISLAND_SLEEPING) {
				if (body.isKinematicObject()) {
                                           // to calculate velocities next frame
                                           body.saveKinematicState(timeStep);
				}
			}
		}
	}
}
 
开发者ID:unktomi,项目名称:form-follows-function,代码行数:15,代码来源:DiscreteDynamicsWorld.java

示例8: synchronizeMotionStates

public void synchronizeMotionStates() {
	Transform tmpTrans = Stack.alloc(Transform.class);
	
	// todo: iterate over awake simulation islands!
	for (int i = 0; i < collisionObjects.size(); i++) {
		CollisionObject colObj = collisionObjects.get(i);
		RigidBody body = RigidBody.upcast(colObj);
		if (body != null && body.getMotionState() != null) {
			if (body.getActivationState() != CollisionObject.ISLAND_SLEEPING) {
				body.getMotionState().setWorldTransform(body.getWorldTransform(tmpTrans));
			}
		}
	}
}
 
开发者ID:unktomi,项目名称:form-follows-function,代码行数:14,代码来源:SimpleDynamicsWorld.java


注:本文中的com.bulletphysics.collision.dispatch.CollisionObject.ISLAND_SLEEPING属性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。