Example #1
0
        public BodyBox(World hostWorld, Space space, Vector3f position, Vector3f size, Vector3f force)
        {
            this.hostWorld = hostWorld;
            this.space = space;

            bodyID = Ode.dBodyCreate(hostWorld.getID());

            // create a mass object, in this case a box of size 50 x 0.2 x 50
            Ode.dMass mass = new Ode.dMass();
            //Ode.dMassSetBox(ref mass, 200.0f, radius, radius, radius);
            Ode.dMassSetBoxTotal(ref mass, 200.0f, size.x, size.y, size.z);
            // set it's mass to 1000.0f. If this value is too low,
            // you'll get some wierd collisions
            //mass.mass = 1000.0f;

            // set the mass object on the body
            Ode.dBodySetMass(bodyID, ref mass);

            // Set the body's position
            Ode.dBodySetPosition(bodyID, position.x, position.y, position.z);

            // Set an initial force on the body. This will be
            // wiped to zero after the first frame.
            Ode.dBodyAddForce( bodyID, force.x, force.y, force.z );

            // create a collion geometry to go with our rigid body.
            // without this, the rigid body will not collide with anything.
            geomID = Ode.dCreateBox(space.getSpaceID(), size.x, size.y, size.z);

            // assign a rigid body to the collision geometry. If we didn't do this,
            // the object would be a static object much like our ground plane.
            Ode.dGeomSetBody(geomID, bodyID);

            this.position = position.copy();
            this.rotationOGL = new Color4f(0.0f, 0.0f, 0.0f, 0.0f);
        }
Example #2
0
 public Space(World world, IntPtr contactGroup)
 {
     this.hostWorld = world;
     this.contactGroup = contactGroup;
     spaceID = Ode.dSimpleSpaceCreate(spaceID);
 }