本文整理汇总了C#中BulletDotNET.btVector3类的典型用法代码示例。如果您正苦于以下问题:C# btVector3类的具体用法?C# btVector3怎么用?C# btVector3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。
btVector3类属于BulletDotNET命名空间,在下文中一共展示了btVector3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: setGravity
public void setGravity(btVector3 v)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_BtDynamicsWorld_setGravity(m_handle,v.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btDiscreteDynamicsWorld.cs
示例2: applyImpulse
public void applyImpulse(btVector3 force, btVector3 rel_pos)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_BtRigidBody_applyImpulse(m_handle, force.Handle, rel_pos.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btRigidBody.cs
示例3: isInside
public bool isInside(btVector3 pt, float tolerance)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
return BulletAPI_BtBoxShape_isInside(m_handle, pt.Handle, tolerance);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btBoxShape.cs
示例4: setAngularLowerLimit
public void setAngularLowerLimit(btVector3 linearLower)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_BtGeneric6DofConstraint_setAngularLowerLimit(m_handle, linearLower.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btGeneric6DofConstraint.cs
示例5: findOrAddVertex
public int findOrAddVertex(btVector3 vertex, bool removeDuplicateVertices)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
return BulletAPI_BtTriangleMesh_findOrAddVertex(m_handle, vertex.Handle, removeDuplicateVertices);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btTriangleMesh.cs
示例6: applyCentralForce
public void applyCentralForce(btVector3 force)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_BtRigidBody_applyCentralForce(m_handle, force.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btRigidBody.cs
示例7: rayTest
public void rayTest(btVector3 rayFromWorld, btVector3 rayToWorld, btRayResultCallback resultCallback)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_btCollisionWorld_rayTest(m_handle, rayFromWorld.Handle, rayToWorld.Handle, resultCallback.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btCollisionWorld.cs
示例8: addTriangle
public void addTriangle( btVector3 vertex0, btVector3 vertex1, btVector3 vertex2, bool removeDuplicates)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_BtTriangleMesh_addTriangle(m_handle, vertex0.Handle, vertex1.Handle, vertex2.Handle,
removeDuplicates);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:8,代码来源:btTriangleMesh.cs
示例9: btRigidBody
public btRigidBody(float mass, btMotionState motionState, btCollisionShape collisionShape, btVector3 localInertia)
{
m_constructionInfo = new btRigidBodyConstructionInfo();
m_constructionInfo.m_collisionShape = collisionShape;
m_constructionInfo.m_localInertia = localInertia;
m_constructionInfo.m_motionState = motionState;
m_constructionInfo.m_startWorldTransform = btTransform.getIdentity();
m_constructionInfo.SetGenericDefaultValues();
m_constructionInfo.m_mass = mass;
m_constructionInfo.commit();
m_handle = BulletAPI_CreateBtRigidBody(m_constructionInfo.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:13,代码来源:btRigidBody.cs
示例10: changeAddAngularForce
private void changeAddAngularForce(float timestep)
{
if (!m_isSelected)
{
lock (m_angularforcelist)
{
//m_log.Info("[PHYSICS]: dequeing forcelist");
if (IsPhysical)
{
Vector3 iforce = Vector3.Zero;
for (int i = 0; i < m_angularforcelist.Count; i++)
{
iforce = iforce + m_angularforcelist[i];
}
if (Body != null && Body.Handle != IntPtr.Zero)
{
if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero)
tempAddForce.Dispose();
enableBodySoft();
tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z);
Body.applyTorqueImpulse(tempAddForce);
}
}
m_angularforcelist.Clear();
}
m_collisionscore = 0;
m_interpenetrationcount = 0;
}
m_taintaddangularforce = false;
}
开发者ID:intari,项目名称:OpenSimMirror,代码行数:34,代码来源:BulletDotNETPrim.cs
示例11: SetTerrain
public override void SetTerrain(float[] heightMap, double[,] normalHeightMap)
{
if (m_terrainShape != null)
DeleteTerrain();
float hfmax = -9000;
float hfmin = 90000;
for (int i = 0; i <heightMap.Length;i++)
{
if (Single.IsNaN(heightMap[i]) || Single.IsInfinity(heightMap[i]))
{
heightMap[i] = 0f;
}
hfmin = (heightMap[i] < hfmin) ? heightMap[i] : hfmin;
hfmax = (heightMap[i] > hfmax) ? heightMap[i] : hfmax;
}
// store this for later reference.
// Note, we're storing it after we check it for anomolies above
_origheightmap = heightMap;
hfmin = 0;
hfmax = 256;
m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap,
1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z,
(int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false);
float AabbCenterX = Constants.RegionSize/2f;
float AabbCenterY = Constants.RegionSize/2f;
float AabbCenterZ = 0;
float temphfmin, temphfmax;
temphfmin = hfmin;
temphfmax = hfmax;
if (temphfmin < 0)
{
temphfmax = 0 - temphfmin;
temphfmin = 0 - temphfmin;
}
else if (temphfmin > 0)
{
temphfmax = temphfmax + (0 - temphfmin);
//temphfmin = temphfmin + (0 - temphfmin);
}
AabbCenterZ = temphfmax/2f;
if (m_terrainPosition == null)
{
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
}
else
{
try
{
m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ);
}
catch (ObjectDisposedException)
{
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
}
}
if (m_terrainMotionState != null)
{
m_terrainMotionState.Dispose();
m_terrainMotionState = null;
}
m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition);
m_terrainMotionState = new btDefaultMotionState(m_terrainTransform);
TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape);
TerrainBody.setUserPointer((IntPtr)0);
m_world.addRigidBody(TerrainBody);
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:75,代码来源:BulletDotNETScene.cs
示例12: SetBody
public void SetBody(float mass)
{
if (!IsPhysical || childrenPrim.Count == 0)
{
if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
tempMotionState1.Dispose();
if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
tempTransform2.Dispose();
if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero)
tempOrientation2.Dispose();
if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero)
tempPosition2.Dispose();
tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W);
tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z);
tempTransform2 = new btTransform(tempOrientation2, tempPosition2);
tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero);
if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero)
tempInertia1.Dispose();
tempInertia1 = new btVector3(0, 0, 0);
prim_geom.calculateLocalInertia(mass, tempInertia1);
if (mass != 0)
_parent_scene.addActivePrim(this);
else
_parent_scene.remActivePrim(this);
// Body = new btRigidBody(mass, tempMotionState1, prim_geom);
//else
Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1);
if (prim_geom is btGImpactMeshShape)
{
((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1));
((btGImpactMeshShape)prim_geom).updateBound();
}
//Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK);
//Body.setUserPointer((IntPtr) (int)m_localID);
_parent_scene.AddPrimToScene(this);
}
else
{
// bool hasTrimesh = false;
lock (childrenPrim)
{
foreach (BulletDotNETPrim chld in childrenPrim)
{
if (chld == null)
continue;
// if (chld.NeedsMeshing())
// hasTrimesh = true;
}
}
//if (hasTrimesh)
//{
ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity);
// createmesh returns null when it doesn't mesh.
/*
if (_mesh is Mesh)
{
}
else
{
m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object");
return;
}
*/
foreach (BulletDotNETPrim chld in childrenPrim)
{
if (chld == null)
continue;
Vector3 offset = chld.Position - Position;
Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z);
pos *= Quaternion.Inverse(Orientation);
//pos *= Orientation;
offset = pos;
chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation);
_mesh.Append(chld._mesh);
}
setMesh(_parent_scene, _mesh);
//}
if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
tempMotionState1.Dispose();
if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero)
tempTransform2.Dispose();
//.........这里部分代码省略.........
开发者ID:intari,项目名称:OpenSimMirror,代码行数:101,代码来源:BulletDotNETPrim.cs
示例13: BulletDotNETScene
public BulletDotNETScene(string sceneIdentifier)
{
BulletLock = new object();
// m_sceneIdentifier = sceneIdentifier;
VectorZero = new btVector3(0, 0, 0);
QuatIdentity = new btQuaternion(0, 0, 0, 1);
TransZero = new btTransform(QuatIdentity, VectorZero);
m_gravity = new btVector3(0, 0, gravityz);
}
开发者ID:LOG123,项目名称:Aurora-Sim-PhysX,代码行数:9,代码来源:BulletDotNETScene.cs
示例14: AvatarGeomAndBodyCreation
/// <summary>
/// This creates the Avatar's physical Surrogate at the position supplied
/// </summary>
/// <param name="npositionX"></param>
/// <param name="npositionY"></param>
/// <param name="npositionZ"></param>
// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
// place that is safe to call this routine AvatarGeomAndBodyCreation.
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
{
if (CAPSULE_LENGTH <= 0)
{
m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
CAPSULE_LENGTH = 0.01f;
}
if (CAPSULE_RADIUS <= 0)
{
m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
CAPSULE_RADIUS = 0.01f;
}
Shell = new btCapsuleShape(CAPSULE_RADIUS, CAPSULE_LENGTH);
if (m_bodyPosition == null)
m_bodyPosition = new btVector3(npositionX, npositionY, npositionZ);
m_bodyPosition.setValue(npositionX, npositionY, npositionZ);
if (m_bodyOrientation == null)
m_bodyOrientation = new btQuaternion(m_CapsuleOrientationAxis, (Utils.DEG_TO_RAD * 90));
if (m_bodyTransform == null)
m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition);
else
{
m_bodyTransform.Dispose();
m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition);
}
if (m_bodyMotionState == null)
m_bodyMotionState = new btDefaultMotionState(m_bodyTransform);
else
m_bodyMotionState.setWorldTransform(m_bodyTransform);
m_mass = Mass;
Body = new btRigidBody(m_mass, m_bodyMotionState, Shell);
// this is used for self identification. User localID instead of body handle
Body.setUserPointer(new IntPtr((int)m_localID));
if (ClosestCastResult != null)
ClosestCastResult.Dispose();
ClosestCastResult = new ClosestNotMeRayResultCallback(Body);
m_parent_scene.AddRigidBody(Body);
Body.setActivationState(4);
if (m_aMotor != null)
{
if (m_aMotor.Handle != IntPtr.Zero)
{
m_parent_scene.getBulletWorld().removeConstraint(m_aMotor);
m_aMotor.Dispose();
}
m_aMotor = null;
}
m_aMotor = new btGeneric6DofConstraint(Body, m_parent_scene.TerrainBody,
m_parent_scene.TransZero,
m_parent_scene.TransZero, false);
m_aMotor.setAngularLowerLimit(m_parent_scene.VectorZero);
m_aMotor.setAngularUpperLimit(m_parent_scene.VectorZero);
}
开发者ID:NickyPerian,项目名称:Aurora,代码行数:80,代码来源:BulletDotNETCharacter.cs
示例15: btBoxShape
public btBoxShape(btVector3 boxHalfExtents)
: base()
{
m_handle = BulletAPI_CreateBtBoxShape(boxHalfExtents.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:5,代码来源:btBoxShape.cs
示例16: BulletDotNETPrim
public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
{
tempPosition1 = new btVector3(0, 0, 0);
tempPosition2 = new btVector3(0, 0, 0);
tempPosition3 = new btVector3(0, 0, 0);
tempSize1 = new btVector3(0, 0, 0);
tempSize2 = new btVector3(0, 0, 0);
tempLinearVelocity1 = new btVector3(0, 0, 0);
tempLinearVelocity2 = new btVector3(0, 0, 0);
tempAngularVelocity1 = new btVector3(0, 0, 0);
tempAngularVelocity2 = new btVector3(0, 0, 0);
tempInertia1 = new btVector3(0, 0, 0);
tempInertia2 = new btVector3(0, 0, 0);
tempOrientation1 = new btQuaternion(0, 0, 0, 1);
tempOrientation2 = new btQuaternion(0, 0, 0, 1);
_parent_scene = parent_scene;
tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero);
tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ;
tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ;
tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ;
tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero);
tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero);
tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero);
AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize);
int regionsize = (int)Constants.RegionSize;
if (regionsize == 256)
regionsize = 512;
AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize);
_target_velocity = Vector3.Zero;
_velocity = Vector3.Zero;
_position = pos;
m_taintposition = pos;
PID_D = parent_scene.bodyPIDD;
PID_G = parent_scene.bodyPIDG;
m_density = parent_scene.geomDefaultDensity;
// m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
// body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
prim_geom = null;
Body = null;
if (size.X <= 0) size.X = 0.01f;
if (size.Y <= 0) size.Y = 0.01f;
if (size.Z <= 0) size.Z = 0.01f;
_size = size;
m_taintsize = _size;
_acceleration = Vector3.Zero;
m_rotationalVelocity = Vector3.Zero;
_orientation = rotation;
m_taintrot = _orientation;
_mesh = mesh;
_pbs = pbs;
_parent_scene = parent_scene;
if (pos.Z < 0)
m_isphysical = false;
else
{
m_isphysical = pisPhysical;
// If we're physical, we need to be in the master space for now.
// linksets *should* be in a space together.. but are not currently
}
m_primName = primName;
m_taintadd = true;
_parent_scene.AddPhysicsActorTaint(this);
}
开发者ID:intari,项目名称:OpenSimMirror,代码行数:76,代码来源:BulletDotNETPrim.cs
示例17: EnableAxisMotor
internal void EnableAxisMotor(Vector3 axislock)
{
if (m_aMotor != null)
DisableAxisMotor();
if (Body == null)
return;
if (Body.Handle == IntPtr.Zero)
return;
if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero)
AxisLockAngleHigh.Dispose();
m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero,
_parent_scene.TransZero, false);
float endNoLock = (360 * Utils.DEG_TO_RAD);
AxisLockAngleHigh = new btVector3((axislock.X == 0) ? 0 : endNoLock, (axislock.Y == 0) ? 0 : endNoLock, (axislock.Z == 0) ? 0 : endNoLock);
m_aMotor.setAngularLowerLimit(_parent_scene.VectorZero);
m_aMotor.setAngularUpperLimit(AxisLockAngleHigh);
m_aMotor.setLinearLowerLimit(AxisLockLinearLow);
m_aMotor.setLinearUpperLimit(AxisLockLinearHigh);
_parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor);
//m_aMotor.
}
开发者ID:intari,项目名称:OpenSimMirror,代码行数:31,代码来源:BulletDotNETPrim.cs
示例18: Move
//.........这里部分代码省略.........
}
else
{
m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
}
break;
case PIDHoverType.Water:
m_waterHeight = _parent_scene.GetWaterLevel();
m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
break;
}
_target_velocity =
new Vector3(0.0f, 0.0f,
(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
);
// if velocity is zero, use position control; otherwise, velocity control
if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
{
/* TODO: Do Bullet Equiv
d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
d.BodyAddForce(Body, 0, 0, fz);
*/
if (Body != null && Body.Handle != IntPtr.Zero)
{
Body.setLinearVelocity(_parent_scene.VectorZero);
Body.clearForces();
}
return;
}
else
{
_zeroFlag = false;
// We're flying and colliding with something
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
}
}
fx *= m_mass;
fy *= m_mass;
//fz *= m_mass;
fx += m_force.X;
fy += m_force.Y;
fz += m_force.Z;
//m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
if (fx != 0 || fy != 0 || fz != 0)
{
/*
* TODO: Do Bullet Equiv
if (!d.BodyIsEnabled(Body))
{
d.BodySetLinearVel(Body, 0f, 0f, 0f);
d.BodySetForce(Body, 0, 0, 0);
enableBodySoft();
}
*/
// 35x10 = 350n times the mass per second applied maximum.
float nmax = 35f * m_mass;
float nmin = -35f * m_mass;
if (fx > nmax)
fx = nmax;
if (fx < nmin)
fx = nmin;
if (fy > nmax)
fy = nmax;
if (fy < nmin)
fy = nmin;
// TODO: Do Bullet Equiv
// d.BodyAddForce(Body, fx, fy, fz);
if (Body != null && Body.Handle != IntPtr.Zero)
{
Body.activate(true);
if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero)
tempAddForce.Dispose();
tempAddForce = new btVector3(fx * 0.01f, fy * 0.01f, fz * 0.01f);
Body.applyCentralImpulse(tempAddForce);
}
}
}
else
{
if (m_zeroPosition == null)
m_zeroPosition = Vector3.Zero;
m_zeroPosition = _position;
return;
}
}
开发者ID:intari,项目名称:OpenSimMirror,代码行数:101,代码来源:BulletDotNETPrim.cs
示例19: BulletDotNETCharacter
public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
{
m_position = pos;
m_zeroPosition = pos;
m_parent_scene = parent_scene;
PID_D = pid_d;
PID_P = pid_p;
CAPSULE_RADIUS = capsule_radius;
m_density = density;
heightFudgeFactor = height_fudge_factor;
walkDivisor = walk_divisor;
runDivisor = rundivisor;
for (int i = 0; i < 11; i++)
{
m_colliderarr[i] = false;
}
for (int i = 0; i < 11; i++)
{
m_colliderGroundarr[i] = false;
}
CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
m_isPhysical = false; // current status: no ODE information exists
m_tainted_isPhysical = true; // new tainted status: need to create ODE information
m_parent_scene.AddPhysicsActorTaint(this);
// m_name = avName;
tempVector1 = new btVector3(0, 0, 0);
tempVector2 = new btVector3(0, 0, 0);
tempVector3 = new btVector3(0, 0, 0);
tempVector4 = new btVector3(0, 0, 0);
tempVector5RayCast = new btVector3(0, 0, 0);
tempVector6RayCast = new btVector3(0, 0, 0);
tempVector7RayCast = new btVector3(0, 0, 0);
tempQuat1 = new btQuaternion(0, 0, 0, 1);
tempTrans1 = new btTransform(tempQuat1, tempVector1);
// m_movementComparision = new PhysicsVector(0, 0, 0);
m_CapsuleOrientationAxis = new btVector3(1, 0, 1);
}
开发者ID:NickyPerian,项目名称:Aurora,代码行数:43,代码来源:BulletDotNETCharacter.cs
示例20: SetTerrain
public override void SetTerrain (ITerrainChannel channel, short[] shortheightMap)
{
if (m_terrainShape != null)
DeleteTerrain();
float hfmax = 256;
float hfmin = 0;
// store this for later reference.
// Note, we're storing it after we check it for anomolies above
_origheightmap = shortheightMap;
hfmin = 0;
hfmax = 256;
float[] heightmap = new float[m_region.RegionSizeX * m_region.RegionSizeX];
for (int i = 0; i < shortheightMap.Length; i++)
{
heightmap[i] = shortheightMap[i] / Constants.TerrainCompression;
}
m_terrainShape = new btHeightfieldTerrainShape(m_region.RegionSizeX, m_region.RegionSizeY, heightmap,
1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z,
(int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false);
float AabbCenterX = m_region.RegionSizeX / 2f;
float AabbCenterY = m_region.RegionSizeY / 2f;
float AabbCenterZ = 0;
float temphfmin, temphfmax;
temphfmin = hfmin;
temphfmax = hfmax;
if (temphfmin < 0)
{
temphfmax = 0 - temphfmin;
temphfmin = 0 - temphfmin;
}
else if (temphfmin > 0)
{
temphfmax = temphfmax + (0 - temphfmin);
//temphfmin = temphfmin + (0 - temphfmin);
}
AabbCenterZ = temphfmax/2f;
if (m_terrainPosition == null)
{
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
}
else
{
try
{
m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ);
}
catch (ObjectDisposedException)
{
m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ);
}
}
if (m_terrainMotionState != null)
{
m_terrainMotionState.Dispose();
m_terrainMotionState = null;
}
m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition);
m_terrainMotionState = new btDefaultMotionState(m_terrainTransform);
TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape);
TerrainBody.setUserPointer((IntPtr)0);
m_world.addRigidBody(TerrainBody);
}
开发者ID:LOG123,项目名称:Aurora-Sim-PhysX,代码行数:71,代码来源:BulletDotNETScene.cs
注:本文中的BulletDotNET.btVector3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。 |
请发表评论