本文整理汇总了C#中BulletDotNET.btTransform类的典型用法代码示例。如果您正苦于以下问题:C# btTransform类的具体用法?C# btTransform怎么用?C# btTransform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。
btTransform类属于BulletDotNET命名空间,在下文中一共展示了btTransform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: getWorldTransform
public void getWorldTransform(out btTransform result)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
result = btTransform.getIdentity();
BulletAPI_BtDefaultMotionState_getWorldTransform(m_handle, result.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:8,代码来源:btDefaultMotionState.cs
示例2: btDefaultMotionState
public btDefaultMotionState(btTransform startTrans) : base()
{
m_handle = BulletAPI_CreateBtDefaultMotionStateStartTrans(startTrans.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:4,代码来源:btDefaultMotionState.cs
示例3: 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4: 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5: 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
示例6: inverseTimes
public btTransform inverseTimes(btTransform t)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
return FromIntPtr(BulletAPI_BtTransform_inverseTimes(m_handle,t.Handle));
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btTransform.cs
示例7: btTransform
public btTransform(btTransform t)
{
m_handle = BulletAPI_CreateBtTransformOtherTransform(t.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:4,代码来源:btTransform.cs
示例8: mult
public void mult(btTransform t1, btTransform t2)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_BtTransform_mult(m_handle, t1.Handle, t2.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btTransform.cs
示例9: setWorldTransform
public void setWorldTransform(btTransform t)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_BtDefaultMotionState_setWorldTransform(m_handle, t.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:6,代码来源:btDefaultMotionState.cs
示例10: MoveLinear
//.........这里部分代码省略.........
if (newpos.getX() >= (m_BlockingEndPoint.X - (float)1))
newpos.setX(newpos.getX() - (posChange.X + 1));
if (newpos.getY() >= (m_BlockingEndPoint.Y - (float)1))
newpos.setY(newpos.getY() - (posChange.Y + 1));
if (newpos.getZ() >= (m_BlockingEndPoint.Z - (float)1))
newpos.setZ(newpos.getZ() - (posChange.Z + 1));
if (newpos.getX() <= 0)
newpos.setX(newpos.getX() + (posChange.X + 1));
if (newpos.getY() <= 0)
newpos.setY(newpos.getY() + (posChange.Y + 1));
}
*/
if (newpos.getZ() < parent_scene.GetTerrainHeightAtXY(newpos.getX(), newpos.getY()))
newpos.setZ(parent_scene.GetTerrainHeightAtXY(newpos.getX(), newpos.getY()) + 2);
// Check if hovering
if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
{
float diff = (newpos.getZ() - m_VhoverTargetHeight);
// We should hover, get the target height
if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
m_VhoverTargetHeight = parent_scene.GetWaterLevel() + m_VhoverHeight;
if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
m_VhoverTargetHeight = parent_scene.GetTerrainHeightAtXY(pos.getX(), pos.getY()) + m_VhoverHeight;
if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
m_VhoverTargetHeight = m_VhoverHeight;
if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0)
{
// If body is aready heigher, use its height as target height
if (newpos.getZ() > m_VhoverTargetHeight) m_VhoverTargetHeight = newpos.getZ();
}
if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
{
if (diff > .2 || diff < -.2)
{
newpos.setValue(newpos.getX(), newpos.getY(), m_VhoverTargetHeight);
btTransform trans = new btTransform(Orientation2, newpos);
m_body.setWorldTransform(trans);
}
}
else
{
// Replace Vertical speed with correction figure if significant
if (Math.Abs(diff) > 0.01f)
m_dir.Z = -((diff * timestep * 50.0f) / m_VhoverTimescale);
else
m_dir.Z = 0f;
}
}
/*if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
{
//Start Experimental Values
if (Zchange > .3)
grav.Z = (float)(grav.Z * 3);
if (Zchange > .15)
grav.Z = (float)(grav.Z * 2);
if (Zchange > .75)
grav.Z = (float)(grav.Z * 1.5);
if (Zchange > .05)
grav.Z = (float)(grav.Z * 1.25);
if (Zchange > .025)
grav.Z = (float)(grav.Z * 1.125);
float terraintemp = parent_scene.GetTerrainHeightAtXY(pos.getX(), pos.getY());
float postemp = (pos.getZ() - terraintemp);
if (postemp > 2.5f)
grav.Z = (float)(grav.Z * 1.037125);
//End Experimental Values
}*/
if ((m_flags & (VehicleFlag.NO_X)) != 0)
m_dir.X = 0;
if ((m_flags & (VehicleFlag.NO_Y)) != 0)
m_dir.Y = 0;
if ((m_flags & (VehicleFlag.NO_Z)) != 0)
m_dir.Z = 0;
m_lastPositionVector = new btVector3(m_prim.Position.X,m_prim.Position.Y,m_prim.Position.Z);
// Apply velocity
//if(m_dir != Vector3.Zero)
// m_body.setLinearVelocity(new btVector3(m_dir.X, m_dir.Y, m_dir.Z));
m_body.applyCentralImpulse(new btVector3(m_dir.X, m_dir.Y, m_dir.Z));
// apply gravity force
//m_body.applyCentralImpulse(new btVector3(0, 0, 9.8f));
/*ector3 newpos2 = new Vector3(newpos.getX(), newpos.getY(), newpos.getZ());
if (newpos2.X != m_prim.Position.X || newpos2.Y != m_prim.Position.Y || newpos2.Z != m_prim.Position.Z)
{
btTransform trans = new btTransform(Orientation2, newpos);
m_body.setWorldTransform(trans);
}*/
// apply friction
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / timestep);
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:101,代码来源:BulletDotNETVehicle.cs
示例11: changemove
private void changemove(float timestep)
{
m_log.Debug("[PHYSICS]: _________ChangeMove");
if (!m_isphysical)
{
tempTransform2 = Body.getWorldTransform();
btQuaternion quat = tempTransform2.getRotation();
tempPosition2.setValue(_position.X, _position.Y, _position.Z);
tempTransform2.Dispose();
tempTransform2 = new btTransform(quat, tempPosition2);
Body.setWorldTransform(tempTransform2);
changeSelectedStatus(timestep);
resetCollisionAccounting();
}
else
{
if (Body != null)
{
if (Body.Handle != IntPtr.Zero)
{
DisableAxisMotor();
_parent_scene.removeFromWorld(this, Body);
//Body.Dispose();
}
//Body = null;
// TODO: dispose parts that make up body
}
/*
if (_parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
float meshlod = _parent_scene.meshSculptLOD;
if (IsPhysical)
meshlod = _parent_scene.MeshSculptphysicalLOD;
IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
// createmesh returns null when it doesn't mesh.
CreateGeom(IntPtr.Zero, mesh);
}
else
{
_mesh = null;
CreateGeom(IntPtr.Zero, null);
}
SetCollisionShape(prim_geom);
*/
if (m_isphysical)
SetBody(Mass);
else
SetBody(0);
changeSelectedStatus(timestep);
resetCollisionAccounting();
}
m_taintposition = _position;
}
开发者ID:intari,项目名称:OpenSimMirror,代码行数:60,代码来源:BulletDotNETPrim.cs
示例12: setWorldTransform
public void setWorldTransform(btTransform worldTrans)
{
if (m_disposed)
throw new ObjectDisposedException(ToString());
BulletAPI_BtCollisionObject_setWorldTransform(m_handle, worldTrans.Handle);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:7,代码来源:btCollisionObject.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: 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);
_origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
}
开发者ID:shangcheng,项目名称:Aurora,代码行数:10,代码来源:BulletDotNETScene.cs
示例15: changeshape
private void changeshape(float timestep)
{
if (Body != null)
{
if (Body.Handle != IntPtr.Zero)
{
DisableAxisMotor();
_parent_scene.removeFromWorld(this, Body);
//Body.Dispose();
}
//Body = null;
// TODO: dispose parts that make up body
}
// Cleanup of old prim geometry and Bodies
if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero)
{
if (childPrim)
{
if (_parent != null)
{
BulletDotNETPrim parent = (BulletDotNETPrim)_parent;
parent.ChildDelink(this);
}
}
else
{
//disableBody();
}
}
try
{
//SetCollisionShape(null);
}
catch (System.AccessViolationException)
{
//prim_geom = IntPtr.Zero;
m_log.Error("[PHYSICS]: PrimGeom dead");
}
// we don't need to do space calculation because the client sends a position update also.
if (_size.X <= 0) _size.X = 0.01f;
if (_size.Y <= 0) _size.Y = 0.01f;
if (_size.Z <= 0) _size.Z = 0.01f;
// Construction of new prim
ProcessGeomCreation();
tempPosition1.setValue(_position.X, _position.Y, _position.Z);
if (tempOrientation1.Handle != IntPtr.Zero)
tempOrientation1.Dispose();
tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W);
if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero)
tempTransform1.Dispose();
tempTransform1 = new btTransform(tempOrientation1, tempPosition1);
//d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
if (IsPhysical)
{
SetBody(Mass);
// Re creates body on size.
// EnableBody also does setMass()
}
else
{
SetBody(0);
}
changeSelectedStatus(timestep);
if (childPrim)
{
if (_parent is BulletDotNETPrim)
{
BulletDotNETPrim parent = (BulletDotNETPrim)_parent;
parent.ChildSetGeom(this);
}
}
resetCollisionAccounting();
m_taintshape = false;
}
开发者ID:intari,项目名称:OpenSimMirror,代码行数:84,代码来源:BulletDotNETPrim.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: 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18: 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19: ProcessTaints
public void ProcessTaints(float timestep)
{
if (m_tainted_isPhysical != m_isPhysical)
{
if (m_tainted_isPhysical)
{
// Create avatar capsule and related ODE data
if (!(Shell == null && Body == null))
{
m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
+ (Shell != null ? "Shell " : "")
+ (Body != null ? "Body " : ""));
}
AvatarGeomAndBodyCreation(m_position.X, m_position.Y, m_position.Z);
}
else
{
// destroy avatar capsule and related ODE data
Dispose();
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);
}
m_isPhysical = m_tainted_isPhysical;
}
if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
{
if (Body != null)
{
m_pidControllerActive = true;
// no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
//d.JointDestroy(Amotor);
float prevCapsule = CAPSULE_LENGTH;
CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
Dispose();
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);
AvatarGeomAndBodyCreation(m_position.X, m_position.Y,
m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
Velocity = Vector3.Zero;
}
else
{
m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
+ (Shell == null ? "Shell " : "")
+ (Body == null ? "Body " : ""));
}
}
if (m_taintRemove)
{
Dispose();
}
}
开发者ID:NickyPerian,项目名称:Aurora,代码行数:85,代码来源:BulletDotNETCharacter.cs
示例20: btGeneric6DofConstraint
public btGeneric6DofConstraint(btRigidBody rbA, btRigidBody rbB, btTransform frameInA, btTransform frameInB, bool useLinearReferenceFrameA)
: base()
{
m_handle = BulletAPI_CreateBtGeneric6DofConstraint(rbA.Handle, rbB.Handle, frameInA.Handle, frameInB.Handle, useLinearReferenceFrameA);
}
开发者ID:Belxjander,项目名称:Asuna,代码行数:5,代码来源:btGeneric6DofConstraint.cs
注:本文中的BulletDotNET.btTransform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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