private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) { return; } if ((flags & TransformChangedFlags.Parent) != 0) { ClearColliders(); UpdateColliders(); if ((serializableData.flags & RigidbodyFlag.AutoTensors) != 0) { native.UpdateMassDistribution(); } #if DEBUG CheckForNestedRigibody(); #endif } native.Position = SceneObject.Position; native.Rotation = SceneObject.Rotation; if (parentJoint != null) { parentJoint.NotifyRigidbodyMoved(this); } }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) return; if ((flags & (TransformChangedFlags.Parent | TransformChangedFlags.Transform)) != 0) UpdateTransform(); }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active || native == null) { return; } native.Position = SceneObject.Position; }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) { return; } if ((flags & (TransformChangedFlags.Parent | TransformChangedFlags.Transform)) != 0) { UpdateTransform(); } }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) { return; } if ((flags & (TransformChangedFlags.Transform)) != 0) { UpdateBounds(false); } }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) { return; } if ((flags & TransformChangedFlags.Parent) != 0) { UpdateParentAnimation(); } }
private void OnTransformChanged(TransformChangedFlags flags) { if (native == null) { return; } // We're ignoring this during physics update because it would cause problems if the joint itself was moved by physics // Note: This isn't particularily correct because if the joint is being moved by physics but the rigidbodies // themselves are not parented to the joint, the transform will need updating. However I'm leaving it up to the // user to ensure rigidbodies are always parented to the joint in such a case (It's an unlikely situation that // I can't think of an use for - joint transform will almost always be set as an initialization step and not a // physics response). if (Physics.IsUpdateInProgress) { return; } UpdateTransform(JointBody.Target); UpdateTransform(JointBody.Anchor); }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) { return; } if ((flags & TransformChangedFlags.Parent) != 0) { UpdateParentRigidbody(); } // Don't update the transform if it's due to Physics update since then we can guarantee it will remain at the same // relative transform to its parent if (Physics.IsUpdateInProgress) { return; } if ((flags & (TransformChangedFlags.Parent | TransformChangedFlags.Transform)) != 0) { UpdateTransform(); } }
internal static extern void Internal_SetNotifyFlags(IntPtr nativeInstance, TransformChangedFlags flags);
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active || native == null) return; native.Position = SceneObject.Position; }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) return; if ((flags & TransformChangedFlags.Parent) != 0) { ClearColliders(); UpdateColliders(); if ((serializableData.flags & RigidbodyFlag.AutoTensors) != 0) native.UpdateMassDistribution(); #if DEBUG CheckForNestedRigibody(); #endif } native.Position = SceneObject.Position; native.Rotation = SceneObject.Rotation; if (parentJoint != null) parentJoint.NotifyRigidbodyMoved(this); }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) return; if ((flags & TransformChangedFlags.Parent) != 0) UpdateParentRigidbody(); // Don't update the transform if it's due to Physics update since then we can guarantee it will remain at the same // relative transform to its parent if (Physics.IsUpdateInProgress) return; if ((flags & (TransformChangedFlags.Parent | TransformChangedFlags.Transform)) != 0) UpdateTransform(); }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) return; if ((flags & TransformChangedFlags.Parent) != 0) UpdateParentAnimation(); }
private void OnTransformChanged(TransformChangedFlags flags) { if (native == null) return; // We're ignoring this during physics update because it would cause problems if the joint itself was moved by physics // Note: This isn't particularily correct because if the joint is being moved by physics but the rigidbodies // themselves are not parented to the joint, the transform will need updating. However I'm leaving it up to the // user to ensure rigidbodies are always parented to the joint in such a case (It's an unlikely situation that // I can't think of an use for - joint transform will almost always be set as an initialization step and not a // physics response). if (Physics.IsUpdateInProgress) return; UpdateTransform(JointBody.Target); UpdateTransform(JointBody.Anchor); }
private void OnTransformChanged(TransformChangedFlags flags) { if (!SceneObject.Active) return; if ((flags & (TransformChangedFlags.Transform)) != 0) UpdateBounds(false); }