private void FixedUpdate() { float posX = 0.0f; float posY = 0.0f; float posZ = 0.0f; float xx = 0.0f; float xy = 0.0f; float xz = 0.0f; float yx = 0.0f; float yy = 0.0f; float yz = 0.0f; float zx = 0.0f; float zy = 0.0f; float zz = 0.0f; BulletPhysicsDLLAccessors.bulletGetPositionAndBasis(m_RigidBodyIntPtr, out posX, out posY, out posZ, out xx, out xy, out xz, out yx, out yy, out yz, out zx, out zy, out zz); CreateMatrix(posX, posY, posZ, xx, xy, xz, yx, yy, yz, zx, zy, zz); }
private void Start() { if (GetComponent <BulletObjectShape>()) { m_ObjectShapeIntPtr = GetComponent <BulletObjectShape>().CreateShape(); m_RigidBodyIntPtr = BulletPhysicsDLLAccessors.bulletCreateRigidBody( transform.position.x, transform.position.y, transform.position.z, transform.right.x, transform.up.x, transform.forward.x, transform.right.y, transform.up.y, transform.forward.y, transform.right.z, transform.up.z, transform.forward.z, m_Mass, m_ObjectShapeIntPtr); } else { Debug.LogError("No BulletObjectShape found! Disabling BulletPhysicsRigidBody!"); enabled = false; return; } }
public override IntPtr CreateShape() { m_ObjectShapeIntPtr = BulletPhysicsDLLAccessors.bulletCreateBoxShape(m_BoxDimensions.x, m_BoxDimensions.y, m_BoxDimensions.z); return(m_ObjectShapeIntPtr); }
private void FixedUpdate() { BulletPhysicsDLLAccessors.bulletStepSimulate(Time.deltaTime); }
void OnApplicationQuit() { BulletPhysicsDLLAccessors.bulletClean(); }
private void Start() { BulletPhysicsDLLAccessors.bulletInitDefault(); }
public override IntPtr CreateShape() { m_ObjectShapeIntPtr = BulletPhysicsDLLAccessors.bulletCreateSphereShape(m_SphereRadius); return(m_ObjectShapeIntPtr); }