Esempio n. 1
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        /// <summary>
        /// Create the physical entity.
        /// </summary>
        /// <param name="shape">Collision shape that define this body.</param>
        /// <param name="mass">Body mass (in kg), or 0 for static.</param>
        /// <param name="inertia">Body inertia, or 0 for static.</param>
        /// <param name="transformations">Starting transformations.</param>
        public RigidBody(CollisionShapes.ICollisionShape shape, float mass = 10f, float inertia = 1f, Matrix?transformations = null)
        {
            // store collision shape
            _shape = shape;

            // set default transformations
            transformations = transformations ?? Matrix.Identity;

            // create starting state
            _state = new DefaultMotionState(ToBullet.Matrix((Matrix)(transformations)));

            // create the rigid body construction info
            RigidBodyConstructionInfo info = new RigidBodyConstructionInfo(
                mass,
                _state,
                shape.BulletCollisionShape,
                shape.BulletCollisionShape.CalculateLocalInertia(mass) * inertia);

            // create the rigid body itself and attach self to UserObject
            BulletRigidBody            = new BulletSharp.RigidBody(info);
            BulletRigidBody.UserObject = this;

            // set default group and mask
            CollisionGroup = CollisionGroups.DynamicObjects;
            CollisionMask  = CollisionMasks.Targets;

            // set some defaults
            InvokeCollisionEvents = true;
            IsEthereal            = false;
        }
Esempio n. 2
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        /// <summary>
        /// Create the static collision object from shape.
        /// </summary>
        /// <param name="shape">Collision shape that define this body.</param>
        /// <param name="transformations">Starting transformations.</param>
        public KinematicBody(CollisionShapes.ICollisionShape shape, Matrix?transformations = null)
        {
            // create the collision object
            _shape = shape;
            BulletCollisionObject = new CollisionObject();
            BulletCollisionObject.CollisionShape = shape.BulletCollisionShape;

            // turn off simulation
            base.EnableSimulation = false;

            // set default group and mask
            CollisionGroup = CollisionGroups.DynamicObjects;
            CollisionMask  = CollisionMasks.Targets;

            // if provided, set transformations
            if (transformations != null)
            {
                BulletCollisionObject.WorldTransform = ToBullet.Matrix(transformations.Value);
            }
        }
Esempio n. 3
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        /// <summary>
        /// Remove a child shape from this compound shape.
        /// </summary>
        /// <param name="shape">Collision shape to remove.</param>
        public void RemoveShape(ICollisionShape shape)
        {
            var comShape = _shape as BulletSharp.CompoundShape;

            comShape.RemoveChildShape(shape.BulletCollisionShape);
        }
Esempio n. 4
0
        /// <summary>
        /// Add a child shape to this compound shape.
        /// </summary>
        /// <param name="shape">Collision shape to add.</param>
        /// <param name="transform">Transformations for child shape.</param>
        public void AddShape(ICollisionShape shape, Matrix?transform = null)
        {
            var comShape = _shape as BulletSharp.CompoundShape;

            comShape.AddChildShape(ToBullet.Matrix(transform ?? Matrix.Identity), shape.BulletCollisionShape);
        }