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Java CollisionAlgorithm.processCollision方法代码示例

本文整理汇总了Java中com.bulletphysics.collision.broadphase.CollisionAlgorithm.processCollision方法的典型用法代码示例。如果您正苦于以下问题:Java CollisionAlgorithm.processCollision方法的具体用法?Java CollisionAlgorithm.processCollision怎么用?Java CollisionAlgorithm.processCollision使用的例子?那么, 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com.bulletphysics.collision.broadphase.CollisionAlgorithm的用法示例。


在下文中一共展示了CollisionAlgorithm.processCollision方法的3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: shape_vs_shape_collision

import com.bulletphysics.collision.broadphase.CollisionAlgorithm; //导入方法依赖的package包/类
protected void shape_vs_shape_collision(CollisionObject body0, CollisionObject body1, CollisionShape shape0, CollisionShape shape1) {
	CollisionShape tmpShape0 = body0.getCollisionShape();
	CollisionShape tmpShape1 = body1.getCollisionShape();

	body0.internalSetTemporaryCollisionShape(shape0);
	body1.internalSetTemporaryCollisionShape(shape1);

	{
		CollisionAlgorithm algor = newAlgorithm(body0, body1);
		// post :	checkManifold is called

		resultOut.setShapeIdentifiers(part0, triface0, part1, triface1);

		algor.processCollision(body0, body1, dispatchInfo, resultOut);

		//algor.destroy();
		dispatcher.freeCollisionAlgorithm(algor);
	}

	body0.internalSetTemporaryCollisionShape(tmpShape0);
	body1.internalSetTemporaryCollisionShape(tmpShape1);
}
 
开发者ID:vbousquet,项目名称:libgdx-jbullet,代码行数:23,代码来源:GImpactCollisionAlgorithm.java

示例2: processTriangle

import com.bulletphysics.collision.broadphase.CollisionAlgorithm; //导入方法依赖的package包/类
public void processTriangle(Vector3[] triangle, int partId, int triangleIndex) {
	// just for debugging purposes
	//printf("triangle %d",m_triangleCount++);

	// aabb filter is already applied!	

	ci.dispatcher1 = dispatcher;

	CollisionObject ob = (CollisionObject) triBody;

	// debug drawing of the overlapping triangles
	if (dispatchInfoPtr != null && dispatchInfoPtr.debugDraw != null && dispatchInfoPtr.debugDraw.getDebugMode() > 0) {
	    Stack stack = Stack.enter();
		Vector3 color = stack.allocVector3();
		color.set(255, 255, 0);
		Transform tr = ob.getWorldTransform(stack.allocTransform());

		Vector3 tmp1 = stack.allocVector3();
		Vector3 tmp2 = stack.allocVector3();

		tmp1.set(triangle[0]); tr.transform(tmp1);
		tmp2.set(triangle[1]); tr.transform(tmp2);
		dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);

		tmp1.set(triangle[1]); tr.transform(tmp1);
		tmp2.set(triangle[2]); tr.transform(tmp2);
		dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);

		tmp1.set(triangle[2]); tr.transform(tmp1);
		tmp2.set(triangle[0]); tr.transform(tmp2);
		dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);

		//btVector3 center = triangle[0] + triangle[1]+triangle[2];
		//center *= btScalar(0.333333);
		//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[0]),tr(center),color);
		//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[1]),tr(center),color);
		//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[2]),tr(center),color);
		stack.leave();
	}

	//btCollisionObject* colObj = static_cast<btCollisionObject*>(m_convexProxy->m_clientObject);

	if (convexBody.getCollisionShape().isConvex()) {
		tm.init(triangle[0], triangle[1], triangle[2]);
		tm.setMargin(collisionMarginTriangle);

		CollisionShape tmpShape = ob.getCollisionShape();
		ob.internalSetTemporaryCollisionShape(tm);

		CollisionAlgorithm colAlgo = ci.dispatcher1.findAlgorithm(convexBody, triBody, manifoldPtr);
		// this should use the btDispatcher, so the actual registered algorithm is used
		//		btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);

		resultOut.setShapeIdentifiers(-1, -1, partId, triangleIndex);
		//cvxcvxalgo.setShapeIdentifiers(-1,-1,partId,triangleIndex);
		//cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
		colAlgo.processCollision(convexBody, triBody, dispatchInfoPtr, resultOut);
		//colAlgo.destroy();
		ci.dispatcher1.freeCollisionAlgorithm(colAlgo);
		ob.internalSetTemporaryCollisionShape(tmpShape);
	}
}
 
开发者ID:vbousquet,项目名称:libgdx-jbullet,代码行数:63,代码来源:ConvexTriangleCallback.java

示例3: processTriangle

import com.bulletphysics.collision.broadphase.CollisionAlgorithm; //导入方法依赖的package包/类
public void processTriangle(Vector3f[] triangle, int partId, int triangleIndex) {
	// just for debugging purposes
	//printf("triangle %d",m_triangleCount++);

	// aabb filter is already applied!	

	ci.dispatcher1 = dispatcher;

	CollisionObject ob = (CollisionObject) triBody;

	// debug drawing of the overlapping triangles
	if (dispatchInfoPtr != null && dispatchInfoPtr.debugDraw != null && dispatchInfoPtr.debugDraw.getDebugMode() > 0) {
		Vector3f color = Stack.alloc(Vector3f.class);
		color.set(255, 255, 0);
		Transform tr = ob.getWorldTransform(Stack.alloc(Transform.class));

		Vector3f tmp1 = Stack.alloc(Vector3f.class);
		Vector3f tmp2 = Stack.alloc(Vector3f.class);

		tmp1.set(triangle[0]); tr.transform(tmp1);
		tmp2.set(triangle[1]); tr.transform(tmp2);
		dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);

		tmp1.set(triangle[1]); tr.transform(tmp1);
		tmp2.set(triangle[2]); tr.transform(tmp2);
		dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);

		tmp1.set(triangle[2]); tr.transform(tmp1);
		tmp2.set(triangle[0]); tr.transform(tmp2);
		dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);

		//btVector3 center = triangle[0] + triangle[1]+triangle[2];
		//center *= btScalar(0.333333);
		//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[0]),tr(center),color);
		//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[1]),tr(center),color);
		//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[2]),tr(center),color);
	}

	//btCollisionObject* colObj = static_cast<btCollisionObject*>(m_convexProxy->m_clientObject);

	if (convexBody.getCollisionShape().isConvex()) {
		tm.init(triangle[0], triangle[1], triangle[2]);
		tm.setMargin(collisionMarginTriangle);

		CollisionShape tmpShape = ob.getCollisionShape();
		ob.internalSetTemporaryCollisionShape(tm);

		CollisionAlgorithm colAlgo = ci.dispatcher1.findAlgorithm(convexBody, triBody, manifoldPtr);
		// this should use the btDispatcher, so the actual registered algorithm is used
		//		btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);

		resultOut.setShapeIdentifiers(-1, -1, partId, triangleIndex);
		//cvxcvxalgo.setShapeIdentifiers(-1,-1,partId,triangleIndex);
		//cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
		colAlgo.processCollision(convexBody, triBody, dispatchInfoPtr, resultOut);
		//colAlgo.destroy();
		ci.dispatcher1.freeCollisionAlgorithm(colAlgo);
		ob.internalSetTemporaryCollisionShape(tmpShape);
	}
}
 
开发者ID:warlockcodes,项目名称:Null-Engine,代码行数:61,代码来源:ConvexTriangleCallback.java


注:本文中的com.bulletphysics.collision.broadphase.CollisionAlgorithm.processCollision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。