本文整理汇总了C#中CollisionEventUpdate类的典型用法代码示例。如果您正苦于以下问题:C# CollisionEventUpdate类的具体用法?C# CollisionEventUpdate怎么用?C# CollisionEventUpdate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。
CollisionEventUpdate类属于命名空间,在下文中一共展示了CollisionEventUpdate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: BaseInitialize
protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
{
PhysicsScene = parentScene;
LocalID = localID;
PhysObjectName = name;
TypeName = typeName;
Linkset = new BSLinkset(PhysicsScene, this);
CollisionCollection = new CollisionEventUpdate();
SubscribedEventsMs = 0;
CollidingStep = 0;
CollidingGroundStep = 0;
}
开发者ID:MAReantals,项目名称:opensim,代码行数:14,代码来源:BSPhysObject.cs
示例2: BSPhysObject
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
{
PhysicsScene = parentScene;
LocalID = localID;
PhysObjectName = name;
TypeName = typeName;
Linkset = BSLinkset.Factory(PhysicsScene, this);
LastAssetBuildFailed = false;
// Default material type
Material = MaterialAttributes.Material.Wood;
CollisionCollection = new CollisionEventUpdate();
SubscribedEventsMs = 0;
CollidingStep = 0;
CollidingGroundStep = 0;
}
开发者ID:justasabc,项目名称:opensim75grid,代码行数:18,代码来源:BSPhysObject.cs
示例3: SubscribeEvents
public override void SubscribeEvents(int ms)
{
m_eventsubscription = ms;
m_cureventsubscription = 0;
if (CollisionEventsThisFrame == null)
CollisionEventsThisFrame = new CollisionEventUpdate();
SentEmptyCollisionsEvent = false;
}
开发者ID:CassieEllen,项目名称:opensim,代码行数:8,代码来源:ODECharacter.cs
示例4: SendCollisions
public override void SendCollisions ()
{
if (CollisionEventsThisFrame == null || m_frozen)//No collisions or frozen, don't mess with it
return;
base.SendCollisionUpdate (CollisionEventsThisFrame);
if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
CollisionEventsThisFrame = null;
else
CollisionEventsThisFrame = new CollisionEventUpdate ();
}
开发者ID:LOG123,项目名称:Aurora-Sim-PhysX,代码行数:10,代码来源:PhysX.cs
示例5: HandleBulkCollisionsContinue
private void HandleBulkCollisionsContinue(CollisionEventUpdate update)
{
HandleGenericCollisionEvent(update, Scenes.ScriptEvents.collision, m_parentGroup.Scene.EventManager.TriggerScriptColliding, false);
}
开发者ID:kf6kjg,项目名称:halcyon,代码行数:4,代码来源:SceneObjectPart.cs
示例6: SendCollisions
public void SendCollisions()
{
if (m_eventsubscription >= m_requestedUpdateFrequency)
{
if (CollisionEventsThisFrame != null)
{
base.SendCollisionUpdate(CollisionEventsThisFrame);
}
CollisionEventsThisFrame = new CollisionEventUpdate();
m_eventsubscription = 0;
}
return;
}
开发者ID:NickyPerian,项目名称:Aurora,代码行数:13,代码来源:BulletDotNETCharacter.cs
示例7: HandleGenericLandCollisionEvent
private void HandleGenericLandCollisionEvent(CollisionEventUpdate update, Scenes.ScriptEvents eventType,
EventManager.ScriptLandColliding callback, bool playSound)
{
// play the sound.
if (playSound && CollisionSound != UUID.Zero && eventType == ScriptEvents.collision_start && CollisionSoundVolume > 0.0f)
{
SendSound(CollisionSound, CollisionSoundVolume, (byte)SoundFlags.None, true);
}
SceneObjectPart handlingPart = FindCollisionHandlingPart(eventType);
if (handlingPart == null) return; //no one to handle the event
if (m_parentGroup == null)
return;
if (m_parentGroup.Scene == null)
return;
callback(handlingPart.LocalId, update.CollisionLocation);
}
开发者ID:kf6kjg,项目名称:halcyon,代码行数:19,代码来源:SceneObjectPart.cs
示例8: HandleCollisionBegan
private void HandleCollisionBegan(CollisionEventUpdate update)
{
this.HandleGenericCollisionEvent(update, Scenes.ScriptEvents.collision_start, m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart, true);
}
开发者ID:kf6kjg,项目名称:halcyon,代码行数:4,代码来源:SceneObjectPart.cs
示例9: Collide
public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
bool ret = false;
// The following lines make IsColliding(), CollidingGround() and CollidingObj work
CollidingStep = PhysScene.SimulationStep;
if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
{
CollidingGroundStep = PhysScene.SimulationStep;
}
else
{
CollidingObjectStep = PhysScene.SimulationStep;
}
CollisionAccumulation++;
// For movement tests, remember if we are colliding with an object that is moving.
ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false;
// Make a collection of the collisions that happened the last simulation tick.
// This is different than the collection created for sending up to the simulator as it is cleared every tick.
if (CollisionsLastTickStep != PhysScene.SimulationStep)
{
CollisionsLastTick = new CollisionEventUpdate();
CollisionsLastTickStep = PhysScene.SimulationStep;
}
CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
// If someone has subscribed for collision events log the collision so it will be reported up
if (SubscribedEvents()) {
lock (PhysScene.CollisionLock)
{
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
ret = true;
}
return ret;
}
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:44,代码来源:BSPhysObject.cs
示例10: HandleLandCollisionEnded
private void HandleLandCollisionEnded(CollisionEventUpdate update)
{
HandleGenericLandCollisionEvent(update, Scenes.ScriptEvents.land_collision_end,
m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd, false);
}
开发者ID:kf6kjg,项目名称:halcyon,代码行数:5,代码来源:SceneObjectPart.cs
示例11: SendCollisions
// Routine to send the collected collisions into the simulator.
// Also handles removal of this from the collection of objects with collisions if
// there are no collisions from this object. Mechanism is create one last
// collision event to make collision_end work.
// Called at taint time from within the Step() function thus no locking problems
// with CollisionCollection and ObjectsWithNoMoreCollisions.
// Return 'true' if there were some actual collisions passed up
public virtual bool SendCollisions()
{
bool ret = true;
// throttle the collisions to the number of milliseconds specified in the subscription
int nowTime = PhysicsScene.SimulationNowTime;
if (nowTime >= NextCollisionOkTime)
{
NextCollisionOkTime = nowTime + SubscribedEventsMs;
// We are called if we previously had collisions. If there are no collisions
// this time, send up one last empty event so OpenSim can sense collision end.
if (CollisionCollection.Count == 0)
{
// If I have no collisions this time, remove me from the list of objects with collisions.
ret = false;
}
// DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
base.SendCollisionUpdate(CollisionCollection);
// The collisionCollection structure is passed around in the simulator.
// Make sure we don't have a handle to that one and that a new one is used for next time.
CollisionCollection = new CollisionEventUpdate();
}
return ret;
}
开发者ID:MAReantals,项目名称:opensim,代码行数:34,代码来源:BSPhysObject.cs
示例12: ReportContinuingCollisions
private void ReportContinuingCollisions()
{
if (_touchCounts.IsValueCreated && _touchCounts.Value.Count > 0)
{
List<uint> continuingList = new List<uint>(_touchCounts.Value.Count);
foreach (PhysxPrim prim in _touchCounts.Value.Keys)
{
if (this.GroupVelocity != OpenMetaverse.Vector3.Zero || prim._velocity != OpenMetaverse.Vector3.Zero)
{
continuingList.Add(prim._localId);
}
}
if (continuingList.Count > 0)
{
CollisionEventUpdate upd = new CollisionEventUpdate { Type = CollisionEventUpdateType.BulkCollisionsContinue, BulkCollisionData = continuingList };
SendCollisionUpdate(upd);
}
}
if (_groundTouchCounts > 0 && this.GroupVelocity != OpenMetaverse.Vector3.Zero)
{
OpenMetaverse.Vector3 currentLoc = DecomposeGroupPosition();
SendCollisionUpdate(new CollisionEventUpdate { Type = CollisionEventUpdateType.LandCollisionContinues,
CollisionLocation = currentLoc});
}
if (_avatarTouchCounts.IsValueCreated && _avatarTouchCounts.Value.Count > 0)
{
List<uint> continuingList = new List<uint>(_avatarTouchCounts.Value.Count);
foreach (PhysxCharacter avatar in _avatarTouchCounts.Value.Keys)
{
continuingList.Add(avatar.LocalID);
}
if (continuingList.Count > 0)
{
CollisionEventUpdate upd = new CollisionEventUpdate { Type = CollisionEventUpdateType.BulkAvatarCollisionsContinue, BulkCollisionData = continuingList };
SendCollisionUpdate(upd);
}
}
}
开发者ID:digitalmystic,项目名称:halcyon,代码行数:43,代码来源:PhysxPrim.cs
示例13: SendCollisions
public void SendCollisions()
{
if (m_eventsubscription > 0)
{
base.SendCollisionUpdate(CollisionEventsThisFrame);
CollisionEventsThisFrame = new CollisionEventUpdate();
}
}
开发者ID:Ideia-Boa,项目名称:diva-distribution,代码行数:8,代码来源:ODECharacter.cs
示例14: AddCollisionEvent
public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
{
if (CollisionEventsThisFrame == null)
CollisionEventsThisFrame = new CollisionEventUpdate();
lock (CollisionEventsThisFrame)
{
CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
_parent_scene.AddCollisionEventReporting(this);
}
}
开发者ID:CassieEllen,项目名称:opensim,代码行数:10,代码来源:ODECharacter.cs
示例15: AddCollisionEvent
public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
{
if (CollisionEventsThisFrame == null)
CollisionEventsThisFrame = new CollisionEventUpdate();
CollisionEventsThisFrame.addCollider(CollidedWith, contact);
}
开发者ID:rknop,项目名称:Aurora-Sim,代码行数:6,代码来源:AODEPrim.cs
示例16: BSPhysObject
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
{
IsInitialized = false;
PhysScene = parentScene;
LocalID = localID;
PhysObjectName = name;
Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName;
// The collection of things that push me around
PhysicalActors = new BSActorCollection(PhysScene);
// Initialize variables kept in base.
GravModifier = 1.0f;
Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
HoverActive = false;
// We don't have any physical representation yet.
PhysBody = new BulletBody(localID);
PhysShape = new BSShapeNull();
UserSetCenterOfMassDisplacement = null;
PrimAssetState = PrimAssetCondition.Unknown;
// Default material type. Also sets Friction, Restitution and Density.
SetMaterial((int)MaterialAttributes.Material.Wood);
CollisionCollection = new CollisionEventUpdate();
CollisionsLastReported = CollisionCollection;
CollisionsLastTick = new CollisionEventUpdate();
CollisionsLastTickStep = -1;
SubscribedEventsMs = 0;
// Crazy values that will never be true
CollidingStep = BSScene.NotASimulationStep;
CollidingGroundStep = BSScene.NotASimulationStep;
CollisionAccumulation = BSScene.NotASimulationStep;
ColliderIsMoving = false;
CollisionScore = 0;
// All axis free.
LockedLinearAxis = LockedAxisFree;
LockedAngularAxis = LockedAxisFree;
}
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:46,代码来源:BSPhysObject.cs
示例17: SendCollisions
public void SendCollisions()
{
if (CollisionEventsThisFrame == null)
return;
base.SendCollisionUpdate(CollisionEventsThisFrame);
if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
CollisionEventsThisFrame = null;
else
CollisionEventsThisFrame = new CollisionEventUpdate();
}
开发者ID:rknop,项目名称:Aurora-Sim,代码行数:12,代码来源:AODEPrim.cs
示例18: Collide
// I've collided with something
public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
// The following lines make IsColliding() and IsCollidingGround() work
_collidingStep = _scene.SimulationStep;
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
{
_collidingGroundStep = _scene.SimulationStep;
}
if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events
// throttle the collisions to the number of milliseconds specified in the subscription
int nowTime = _scene.SimulationNowTime;
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
_lastCollisionTime = nowTime;
// create the event for the collision
Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
base.SendCollisionUpdate(args);
}
开发者ID:justasabc,项目名称:opensim,代码行数:24,代码来源:BSPrim.cs
示例19: HandleLandCollisionBegan
private void HandleLandCollisionBegan(CollisionEventUpdate update)
{
HandleGenericLandCollisionEvent(update, Scenes.ScriptEvents.land_collision_start,
m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart, true);
}
开发者ID:kf6kjg,项目名称:halcyon,代码行数:5,代码来源:SceneObjectPart.cs
示例20: BSPhysObject
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
{
PhysicsScene = parentScene;
LocalID = localID;
PhysObjectName = name;
Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName;
// Initialize variables kept in base.
GravModifier = 1.0f;
Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
// We don't have any physical representation yet.
PhysBody = new BulletBody(localID);
PhysShape = new BulletShape();
LastAssetBuildFailed = false;
// Default material type. Also sets Friction, Restitution and Density.
SetMaterial((int)MaterialAttributes.Material.Wood);
CollisionCollection = new CollisionEventUpdate();
CollisionsLastTick = CollisionCollection;
SubscribedEventsMs = 0;
CollidingStep = 0;
CollidingGroundStep = 0;
CollisionAccumulation = 0;
ColliderIsMoving = false;
CollisionScore = 0;
// All axis free.
LockedAxis = LockedAxisFree;
}
开发者ID:rryk,项目名称:omp-server,代码行数:33,代码来源:BSPhysObject.cs
注:本文中的CollisionEventUpdate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