Example #1
0
        /// <summary>
        /// Adds the character to the engine processing pipeline.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <param name="group">The group.</param>
        /// <param name="mask">The mask.</param>
        /// <exception cref="System.Exception">Cannot perform this action when the physics engine is set to CollisionsOnly</exception>
        public void AddCharacter(Character character, CollisionFilterGroupFlags group, CollisionFilterGroupFlags mask)
        {
            if (discreteDynamicsWorld == null) throw new Exception("Cannot perform this action when the physics engine is set to CollisionsOnly");

            var collider = character.InternalCollider;
            var action = character.KinematicCharacter;
            discreteDynamicsWorld.AddCollisionObject(collider, (BulletSharp.CollisionFilterGroups)group, (BulletSharp.CollisionFilterGroups)mask);
            discreteDynamicsWorld.AddCharacter(action);

            character.Simulation = this;
        }
Example #2
0
        /// <summary>
        /// Removes the character from the engine processing pipeline.
        /// </summary>
        /// <param name="character">The character.</param>
        /// <exception cref="System.Exception">Cannot perform this action when the physics engine is set to CollisionsOnly</exception>
        public void RemoveCharacter(Character character)
        {
            if (discreteDynamicsWorld == null) throw new Exception("Cannot perform this action when the physics engine is set to CollisionsOnly");

            var collider = character.InternalCollider;
            var action = character.KinematicCharacter;
            discreteDynamicsWorld.RemoveCollisionObject(collider);
            discreteDynamicsWorld.RemoveCharacter(action);

            character.Simulation = null;
        }
Example #3
0
        /// <summary>
        /// Creates the character.
        /// </summary>
        /// <param name="collider">The collider.</param>
        /// <param name="stepHeight">Height of the step.</param>
        /// <returns></returns>
        public Character CreateCharacter(ColliderShape collider, float stepHeight)
        {
            var ch = new Character(collider)
            {
                InternalCollider = new BulletSharp.PairCachingGhostObject
                {
                    CollisionShape = collider.InternalShape
                }
            };

            ch.InternalCollider.UserObject = ch;

            ch.InternalCollider.CollisionFlags |= BulletSharp.CollisionFlags.CharacterObject;

            if (collider.NeedsCustomCollisionCallback)
            {
                ch.InternalCollider.CollisionFlags |= BulletSharp.CollisionFlags.CustomMaterialCallback;
            }

            ch.InternalCollider.ContactProcessingThreshold = !canCcd ? 1e18f : 1e30f;

            ch.KinematicCharacter = new BulletSharp.KinematicCharacterController((BulletSharp.PairCachingGhostObject)ch.InternalCollider, (BulletSharp.ConvexShape)collider.InternalShape, stepHeight);

            return ch;
        }