void MPUpdate() { Vector3 pos = m_trans.position; //MPAPI.mpScanAABBParallel(m_target.GetContext(), m_handler, ref pos, ref scale); MPAPI.mpScanSphereParallel(m_target.GetContext(), m_handler, ref pos, m_radius); //MPAPI.mpScanSphere(m_target.GetContext(), m_handler, ref pos, m_radius); //Vector3 mv = new Vector3(0.0f, 0.0f, 0.01f); //MPAPI.mpMoveAll(m_target.GetContext(), ref mv); }
public static void AddRadialSphereForce(MPWorld world, Vector3 pos, float radius, float strength) { Matrix4x4 mat = Matrix4x4.TRS(pos, Quaternion.identity, Vector3.one * radius); MPForceProperties p = new MPForceProperties(); p.shape_type = MPForceShape.Sphere; p.dir_type = MPForceDirection.Radial; p.center = pos; p.strength_near = strength; p.strength_far = 0.0f; p.attenuation_exp = 0.5f; p.range_inner = 0.0f; p.range_outer = radius; world.AddOneTimeAction(() => { MPAPI.mpAddForce(world.GetContext(), ref p, ref mat); }); }
public static int GetCurrentContext() { return(s_current.GetContext()); }