public void AddBoxDynamicCollider(BoxDynamicColliderStats _boxDynamicColliderStats, GameObject _boxDynamicColliderprefab, EntityManager _entityManager) { Entity _boxCollider = GameObjectConversionUtility.ConvertGameObjectHierarchy(_boxDynamicColliderprefab, new GameObjectConversionSettings() { DestinationWorld = World.DefaultGameObjectInjectionWorld }); BlobAssetReference <Collider> sourceCollider = _entityManager.GetComponentData <PhysicsCollider>(_boxCollider).Value; _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new Translation { Value = _boxDynamicColliderStats._position }); _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new Rotation { Value = _boxDynamicColliderStats._orientation }); _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new PhysicsCollider { Value = sourceCollider }); _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new PhysicsDamping() { Linear = _boxDynamicColliderStats.linearDamping, Angular = _boxDynamicColliderStats.angularDamping }); _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new PhysicsVelocity() { Linear = _boxDynamicColliderStats.linearVelocity, Angular = _boxDynamicColliderStats.angularVelocity }); _entityManager.SetComponentData(_boxDynamicColliderStats._entity, new PhysicsMass() { Transform = _boxDynamicColliderStats.massTransform, InverseMass = _boxDynamicColliderStats.inverseMass, InverseInertia = _boxDynamicColliderStats.inverseInertiaMass, AngularExpansionFactor = _boxDynamicColliderStats.angularExpansionFactorMass }); }
public void AddBoxCollider(BoxDynamicColliderStats _boxColliderStats, GameObject _boxColliderprefab, EntityManager _entityManager) { Entity _boxCollider = GameObjectConversionUtility.ConvertGameObjectHierarchy(_boxColliderprefab, new GameObjectConversionSettings() { DestinationWorld = World.DefaultGameObjectInjectionWorld }); BlobAssetReference <Collider> sourceCollider = _entityManager.GetComponentData <PhysicsCollider>(_boxCollider).Value; _entityManager.AddComponentData(_boxColliderStats._entity, new Translation { Value = _boxColliderStats._position }); _entityManager.AddComponentData(_boxColliderStats._entity, new Rotation { Value = _boxColliderStats._orientation }); _entityManager.AddComponentData(_boxColliderStats._entity, new PhysicsCollider { Value = sourceCollider }); }