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C# BulletCollision.CollisionObject类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



CollisionObject类属于BulletXNA.BulletCollision命名空间,在下文中一共展示了CollisionObject类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: ProcessCollision

        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //resultOut = new ManifoldResult();
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject sphereObj = m_swapped ? body1 : body0;
            CollisionObject triObj = m_swapped ? body0 : body1;

            SphereShape sphere = sphereObj.GetCollisionShape() as SphereShape;
            TriangleShape triangle = triObj.GetCollisionShape() as TriangleShape;

            /// report a contact. internally this will be kept persistent, and contact reduction is done
            resultOut.SetPersistentManifold(m_manifoldPtr);
            using (SphereTriangleDetector detector = BulletGlobals.SphereTriangleDetectorPool.Get())
            {

                detector.Initialize(sphere, triangle, m_manifoldPtr.GetContactBreakingThreshold());
                ClosestPointInput input = ClosestPointInput.Default();
                input.m_maximumDistanceSquared = float.MaxValue;
                sphereObj.GetWorldTransform(out input.m_transformA);
                triObj.GetWorldTransform(out input.m_transformB);

                bool swapResults = m_swapped;

                detector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), swapResults);

                if (m_ownManifold)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
开发者ID:Belxjander,项目名称:Asuna,代码行数:35,代码来源:SphereTriangleCollisionAlgorithm.cs


示例2: Initialize

 public virtual void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool swapped)
 {
     base.Initialize(ci, body0, body1);
     m_ownManifold = false;
     m_manifoldPtr = mf;
     m_swapped = swapped;
 }
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:SphereTriangleCollisionAlgorithm.cs


示例3: PreallocateChildAlgorithms

        private void PreallocateChildAlgorithms(CollisionObject body0, CollisionObject body1)
        {
            CollisionObject colObj = m_isSwapped ? body1 : body0;
            CollisionObject otherObj = m_isSwapped ? body0 : body1;
            Debug.Assert(colObj.GetCollisionShape().IsCompound());

            CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

            int numChildren = compoundShape.GetNumChildShapes();
            int i;

            //m_childCollisionAlgorithms.resize(numChildren);
            m_childCollisionAlgorithms.Clear();
            for (i = 0; i < numChildren; i++)
            {
                if (compoundShape.GetDynamicAabbTree() != null)
                {
                    m_childCollisionAlgorithms.Add(null);
                }
                else
                {
                    CollisionShape tmpShape = colObj.GetCollisionShape();
                    CollisionShape childShape = compoundShape.GetChildShape(i);
                    colObj.InternalSetTemporaryCollisionShape(childShape);
                    CollisionAlgorithm ca = m_dispatcher.FindAlgorithm(colObj, otherObj, m_sharedManifold);
                    m_childCollisionAlgorithms.Add(ca);
                    colObj.InternalSetTemporaryCollisionShape(tmpShape);
                }
            }
        }
开发者ID:bsamuels453,项目名称:BulletXNA,代码行数:30,代码来源:CompoundCollisionAlgorithm.cs


示例4: SphereTriangleCollisionAlgorithm

 public SphereTriangleCollisionAlgorithm() { } // for pool
 public SphereTriangleCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool swapped)
     : base(ci, body0, body1)
 {
     m_ownManifold = false;
     m_manifoldPtr = mf;
     m_swapped = swapped;
 }
开发者ID:Belxjander,项目名称:Asuna,代码行数:8,代码来源:SphereTriangleCollisionAlgorithm.cs


示例5: ProcessCollision

        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                //swapped?
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }
            resultOut.SetPersistentManifold(m_manifoldPtr);

            //comment-out next line to test multi-contact generation
            //resultOut.getPersistentManifold().clearManifold();


            ConvexShape min0 = body0.GetCollisionShape() as ConvexShape;
            ConvexShape min1 = body1.GetCollisionShape() as ConvexShape;

            IndexedVector3 normalOnB = IndexedVector3.Zero;
            IndexedVector3 pointOnBWorld = IndexedVector3.Zero;

            {
                ClosestPointInput input = ClosestPointInput.Default();

                using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get())
                {
                    gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver);
                    //TODO: if (dispatchInfo.m_useContinuous)
                    gjkPairDetector.SetMinkowskiA(min0);
                    gjkPairDetector.SetMinkowskiB(min1);

                    {
                        input.m_maximumDistanceSquared = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold();
                        input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
                    }

                    input.m_transformA = body0.GetWorldTransform();
                    input.m_transformB = body1.GetWorldTransform();

                    gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false);
#if DEBUG
                    if (BulletGlobals.g_streamWriter != null)
                    {
                        BulletGlobals.g_streamWriter.WriteLine("c2dc2d processCollision");
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformA", input.m_transformA);
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformB", input.m_transformB);
                    }
#endif                    
                }
                //BulletGlobals.GjkPairDetectorPool.Free(gjkPairDetector);
                //btVector3 v0,v1;
                //btVector3 sepNormalWorldSpace;

            }

            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }

        }
开发者ID:ousttrue,项目名称:bullet-xna,代码行数:60,代码来源:Convex2dConvex2dAlgorithm.cs


示例6: GetNewManifold

        public virtual PersistentManifold GetNewManifold(CollisionObject b0, CollisionObject b1)
        {
            gNumManifold++;

            CollisionObject body0 = b0;
            CollisionObject body1 = b1;

            //optional relative contact breaking threshold, turned on by default (use setDispatcherFlags to switch off feature for improved performance)

            float contactBreakingThreshold = ((m_dispatcherFlags & DispatcherFlags.CD_USE_RELATIVE_CONTACT_BREAKING_THRESHOLD) > 0) ?
                Math.Min(body0.GetCollisionShape().GetContactBreakingThreshold(BulletGlobals.gContactBreakingThreshold), body1.GetCollisionShape().GetContactBreakingThreshold(BulletGlobals.gContactBreakingThreshold))
                : BulletGlobals.gContactBreakingThreshold;

            float contactProcessingThreshold = Math.Min(body0.GetContactProcessingThreshold(), body1.GetContactProcessingThreshold());

            // nothing in our pool so create a new one and return it.
            // need a way to flush the pool ideally
            PersistentManifold manifold = BulletGlobals.PersistentManifoldPool.Get();
            manifold.Initialise(body0, body1, 0, contactBreakingThreshold, contactProcessingThreshold);

            manifold.m_index1a = m_manifoldsPtr.Count;


            m_manifoldsPtr.Add(manifold);
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDispatcher)
            {
                BulletGlobals.g_streamWriter.WriteLine("GetNewManifold[{0}][{1}]", manifold.m_index1a,m_manifoldsPtr.Count);
            }
#endif

            return manifold;
        }
开发者ID:bsamuels453,项目名称:BulletXNA,代码行数:33,代码来源:CollisionDispatcher.cs


示例7: Initialise

 public void Initialise(CollisionObject body0, CollisionObject body1)
 {
     m_body0 = body0;
     m_body1 = body1;
     m_rootTransA = body0.GetWorldTransform();
     m_rootTransB = body1.GetWorldTransform();
     m_manifoldPtr = null;
 }
开发者ID:Belxjander,项目名称:Asuna,代码行数:8,代码来源:ManifoldResult.cs


示例8: Box2dBox2dCollisionAlgorithm

		public Box2dBox2dCollisionAlgorithm(PersistentManifold mf,CollisionAlgorithmConstructionInfo ci,CollisionObject body0,CollisionObject body1) :
			base(ci,body0,body1)
		{
            m_ownManifold = false;
            m_manifoldPtr = mf;
			if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(body0, body1))
			{
				m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
				m_ownManifold = true;
			}
		}
开发者ID:Belxjander,项目名称:Asuna,代码行数:11,代码来源:Box2dBox2dCollisionAlgorithm.cs


示例9: Convex2dConvex2dAlgorithm

 public Convex2dConvex2dAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, ISimplexSolverInterface simplexSolver, IConvexPenetrationDepthSolver pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold)
     : base(ci, body0, body1)
 {
     m_simplexSolver = simplexSolver;
     m_pdSolver = pdSolver;
     m_ownManifold = false;
     m_manifoldPtr = mf;
     m_lowLevelOfDetail = false;
     m_numPerturbationIterations = numPerturbationIterations;
     m_minimumPointsPerturbationThreshold = minimumPointsPerturbationThreshold;
 }
开发者ID:ousttrue,项目名称:bullet-xna,代码行数:11,代码来源:Convex2dConvex2dAlgorithm.cs


示例10: Initialize

 public virtual void Initialize(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool isSwapped)
 {
     base.Initialize(ci, body0, body1);
     m_isSwapped = isSwapped;
     m_sharedManifold = ci.GetManifold();
     m_ownsManifold = false;
     CollisionObject colObj = m_isSwapped ? body1 : body0;
     Debug.Assert(colObj.GetCollisionShape().IsCompound());
     CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());
     m_compoundShapeRevision = compoundShape.GetUpdateRevision();
     PreallocateChildAlgorithms(body0, body1);
 }
开发者ID:bsamuels453,项目名称:BulletXNA,代码行数:12,代码来源:CompoundCollisionAlgorithm.cs


示例11: UpdateSingleAabb

        public void UpdateSingleAabb(CollisionObject colObj)
        {
            IndexedVector3 minAabb;
            IndexedVector3 maxAabb;
            IndexedMatrix wt = colObj.GetWorldTransform();
            colObj.GetCollisionShape().GetAabb(ref wt, out minAabb, out maxAabb);
            //need to increase the aabb for contact thresholds
            IndexedVector3 contactThreshold = new IndexedVector3(BulletGlobals.gContactBreakingThreshold);
            minAabb -= contactThreshold;
            maxAabb += contactThreshold;

            if (GetDispatchInfo().m_useContinuous && colObj.GetInternalType() == CollisionObjectTypes.CO_RIGID_BODY && !colObj.IsStaticOrKinematicObject())
	        {
		        IndexedVector3 minAabb2,maxAabb2;
		        colObj.GetCollisionShape().GetAabb(colObj.GetInterpolationWorldTransform(),out minAabb2 ,out maxAabb2);
		        minAabb2 -= contactThreshold;
		        maxAabb2 += contactThreshold;
		        MathUtil.VectorMin(ref minAabb2,ref minAabb);
                MathUtil.VectorMax(ref maxAabb2, ref maxAabb);
            }
#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugCollisionWorld)
            {
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "updateSingleAabbMin", minAabb);
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "updateSingleAabbMax", maxAabb);
            }
#endif

            IBroadphaseInterface bp = m_broadphasePairCache as IBroadphaseInterface;

            //moving objects should be moderately sized, probably something wrong if not
            if (colObj.IsStaticObject() || ((maxAabb - minAabb).LengthSquared() < 1e12f))
            {
                bp.SetAabb(colObj.GetBroadphaseHandle(), ref minAabb, ref maxAabb, m_dispatcher1);
            }
            else
            {
                //something went wrong, investigate
                //this assert is unwanted in 3D modelers (danger of loosing work)
                colObj.SetActivationState(ActivationState.DISABLE_SIMULATION);

                //static bool reportMe = true;
                bool reportMe = true;
                if (reportMe && m_debugDrawer != null)
                {
                    reportMe = false;
                    m_debugDrawer.ReportErrorWarning("Overflow in AABB, object removed from simulation");
                    m_debugDrawer.ReportErrorWarning("If you can reproduce this, please email [email protected]\n");
                    m_debugDrawer.ReportErrorWarning("Please include above information, your Platform, version of OS.\n");
                    m_debugDrawer.ReportErrorWarning("Thanks.\n");
                }
            }
        }
开发者ID:ousttrue,项目名称:bullet-xna,代码行数:53,代码来源:CollisionWorld.cs


示例12: ProcessCollision

        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            resultOut.SetPersistentManifold(m_manifoldPtr);

            SphereShape sphere0 = body0.GetCollisionShape() as SphereShape;
            SphereShape sphere1 = body1.GetCollisionShape() as SphereShape;

            IndexedVector3 diff = body0.GetWorldTransform()._origin - body1.GetWorldTransform()._origin;
            float len = diff.Length();
            float radius0 = sphere0.GetRadius();
            float radius1 = sphere1.GetRadius();

#if CLEAR_MANIFOLD
	        m_manifoldPtr.clearManifold(); //don't do this, it disables warmstarting
#endif

            ///iff distance positive, don't generate a new contact
            if (len > (radius0 + radius1))
            {
#if !CLEAR_MANIFOLD
                resultOut.RefreshContactPoints();
#endif //CLEAR_MANIFOLD
                return;
            }
            ///distance (negative means penetration)
            float dist = len - (radius0 + radius1);

            IndexedVector3 normalOnSurfaceB = new IndexedVector3(1, 0, 0);
            if (len > MathUtil.SIMD_EPSILON)
            {
                normalOnSurfaceB = diff / len;
            }

            ///point on A (worldspace)
            ///btVector3 pos0 = col0->getWorldTransform().getOrigin() - radius0 * normalOnSurfaceB;
            ///point on B (worldspace)
            IndexedVector3 pos1 = body1.GetWorldTransform()._origin + radius1 * normalOnSurfaceB;

            /// report a contact. internally this will be kept persistent, and contact reduction is done

            resultOut.AddContactPoint(ref normalOnSurfaceB, ref pos1, dist);

#if !CLEAR_MANIFOLD
            resultOut.RefreshContactPoints();
#endif //CLEAR_MANIFOLD


        }
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:53,代码来源:SphereSphereCollisionAlgorithm.cs


示例13: Initialize

        public virtual void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject colObj0, CollisionObject colObj1)
        {
            base.Initialize(ci, colObj0, colObj1);
            m_ownManifold = false;
            m_manifoldPtr = mf;

            if (m_manifoldPtr == null)
            {
                m_manifoldPtr = m_dispatcher.GetNewManifold(colObj0, colObj1);
                m_ownManifold = true;
            }
        }
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:12,代码来源:SphereSphereCollisionAlgorithm.cs


示例14: SphereSphereCollisionAlgorithm

        public SphereSphereCollisionAlgorithm() { } // for pool
        public SphereSphereCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1)
            : base(ci, body0, body1)
        {
            m_ownManifold = false;
            m_manifoldPtr = mf;

            // for some reason theres no check in 2.76 or 2.78 for a needs collision, just a check on pointer being null.
            if (m_manifoldPtr == null)
            {
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }

        }
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:15,代码来源:SphereSphereCollisionAlgorithm.cs


示例15: Inititialize

        public void Inititialize(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool isSwapped)
        {
            base.Initialize(ci, body0, body1);
            m_isSwapped = isSwapped;
            if (m_convexTriangleCallback == null)
            {
                m_convexTriangleCallback = new ConvexTriangleCallback(m_dispatcher, body0, body1, isSwapped);
            }
            else
            {
                m_convexTriangleCallback.Initialize(m_dispatcher, body0, body1, isSwapped);
            }

        }
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:14,代码来源:ConvexConcaveCollisionAlgorithm.cs


示例16: SphereBoxCollisionAlgorithm

        public SphereBoxCollisionAlgorithm() { } // for pool
        public SphereBoxCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject col0, CollisionObject col1, bool isSwapped)
            : base(ci, col0, col1)
        {
            m_isSwapped = isSwapped;
            m_ownManifold = false;
            m_manifoldPtr = mf;
            CollisionObject sphereObj = m_isSwapped ? col1 : col0;
            CollisionObject boxObj = m_isSwapped ? col0 : col1;

            if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(sphereObj, boxObj))
            {
                m_manifoldPtr = m_dispatcher.GetNewManifold(sphereObj, boxObj);
                m_ownManifold = true;
            }
        }
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:16,代码来源:SphereBoxCollisionAlgorithm.cs


示例17: ConvexConvexAlgorithm

        public ConvexConvexAlgorithm() { } // for pool

        public ConvexConvexAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, ISimplexSolverInterface simplexSolver, IConvexPenetrationDepthSolver pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold)
            : base(ci, body0, body1)
        {
            m_simplexSolver = simplexSolver;
            m_pdSolver = pdSolver;
            m_ownManifold = false;
            m_manifoldPtr = mf;
            m_lowLevelOfDetail = false;
#if USE_SEPDISTANCE_UTIL2
            m_sepDistance ((static_cast<btConvexShape*>(body0.getCollisionShape())).getAngularMotionDisc(),
			  (static_cast<btConvexShape*>(body1.getCollisionShape())).getAngularMotionDisc()),
#endif
            m_numPerturbationIterations = numPerturbationIterations;
            m_minimumPointsPerturbationThreshold = minimumPointsPerturbationThreshold;
        }
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:17,代码来源:ConvexConvexCollisionAlgorithm.cs


示例18: ResolveSingleCollision

		//response  between two dynamic objects without friction, assuming 0 penetration depth
		public static float ResolveSingleCollision(
				RigidBody body1,
				CollisionObject colObj2,
				ref IndexedVector3 contactPositionWorld,
				ref IndexedVector3 contactNormalOnB,
				ContactSolverInfo solverInfo,
				float distance)
		{
			RigidBody body2 = RigidBody.Upcast(colObj2);


			IndexedVector3 normal = contactNormalOnB;

			IndexedVector3 rel_pos1 = contactPositionWorld - body1.GetWorldTransform()._origin;
			IndexedVector3 rel_pos2 = contactPositionWorld - colObj2.GetWorldTransform()._origin;

			IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
			IndexedVector3 vel2 = body2 != null ? body2.GetVelocityInLocalPoint(ref rel_pos2) : IndexedVector3.Zero;
			IndexedVector3 vel = vel1 - vel2;
			float rel_vel = normal.Dot(ref vel);

			float combinedRestitution = body1.GetRestitution() * colObj2.GetRestitution();
			float restitution = combinedRestitution * -rel_vel;

			float positionalError = solverInfo.m_erp * -distance / solverInfo.m_timeStep;
			float velocityError = -(1.0f + restitution) * rel_vel;// * damping;
			float denom0 = body1.ComputeImpulseDenominator(ref contactPositionWorld, ref normal);
			float denom1 = body2 != null ? body2.ComputeImpulseDenominator(ref contactPositionWorld, ref normal) : 0.0f;
			float relaxation = 1.0f;
			float jacDiagABInv = relaxation / (denom0 + denom1);

			float penetrationImpulse = positionalError * jacDiagABInv;
			float velocityImpulse = velocityError * jacDiagABInv;

			float normalImpulse = penetrationImpulse + velocityImpulse;
			normalImpulse = 0.0f > normalImpulse ? 0.0f : normalImpulse;

			body1.ApplyImpulse(normal * (normalImpulse), rel_pos1);
			if (body2 != null)
			{
				body2.ApplyImpulse(-normal * (normalImpulse), rel_pos2);
			}

			return normalImpulse;
		}
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:46,代码来源:ContactConstraint.cs


示例19: Initialize

        public void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject col0, CollisionObject col1, bool isSwapped, int numPerturbationIterations, int minimumPointsPerturbationThreshold)
        {
            base.Initialize(ci);
            m_manifoldPtr = mf;
            m_ownManifold = false;
            m_isSwapped = isSwapped;
            m_numPerturbationIterations = numPerturbationIterations;
            m_minimumPointsPerturbationThreshold = minimumPointsPerturbationThreshold;

            CollisionObject convexObj = m_isSwapped ? col1 : col0;
            CollisionObject planeObj = m_isSwapped ? col0 : col1;

            if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(convexObj, planeObj))
            {
                m_manifoldPtr = m_dispatcher.GetNewManifold(convexObj, planeObj);
                m_ownManifold = true;
            }

        }
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:19,代码来源:ConvexPlaneCollisionAlgorithm.cs


示例20: ProcessCollision

		public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
		{
			if (m_manifoldPtr == null)
			{
				return;
			}

			CollisionObject col0 = body0;
			CollisionObject col1 = body1;
			Box2dShape box0 = (Box2dShape)col0.GetCollisionShape();
			Box2dShape box1 = (Box2dShape)col1.GetCollisionShape();

			resultOut.SetPersistentManifold(m_manifoldPtr);

			B2CollidePolygons(ref resultOut, box0, col0.GetWorldTransform(), box1, col1.GetWorldTransform());

			//  refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added
			if (m_ownManifold)
			{
				resultOut.RefreshContactPoints();
			}

		}
开发者ID:Belxjander,项目名称:Asuna,代码行数:23,代码来源:Box2dBox2dCollisionAlgorithm.cs



注:本文中的BulletXNA.BulletCollision.CollisionObject类示例整理自Github/MSDocs等源码及文档管理平台,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。


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