コード例 #1
0
ファイル: Test_002.cs プロジェクト: d3x0r/Voxelarium
		void Setup()
		{
			world = new btDiscreteDynamicsWorld();
			world.setDebugDrawer( Program.Drawer );

			btVector3 tmp; btVector3.yAxis.Add( ref btVector3.xAxis, out tmp );
			tmp.normalized( out tmp );
			btCollisionShape groundShape;
			if( sloped )
				groundShape = new btStaticPlaneShape( ref btVector3.Zero, ref tmp );
			else
				groundShape = new btStaticPlaneShape( ref btVector3.Zero, ref btVector3.yAxis );

			btDefaultMotionState groundMotionState = new btDefaultMotionState();

			btRigidBody.btRigidBodyConstructionInfo
				groundRigidBodyCI = new btRigidBody.btRigidBodyConstructionInfo( 0, groundMotionState
							, groundShape, ref btVector3.Zero );
			btRigidBody groundRigidBody = new btRigidBody( groundRigidBodyCI );
			world.addRigidBody( groundRigidBody );


			btCollisionShape fallShape = new btSphereShape( btScalar.BT_ONE );

			btVector3 origin = new btVector3( 0, 50, 0 );
			btTransform init = new btTransform( ref btQuaternion.Identity, ref origin );
			btDefaultMotionState fallMotionState = new btDefaultMotionState( ref init );

			btScalar mass = 1;
			btVector3 fallInertia;
			fallShape.calculateLocalInertia( mass, out fallInertia );

			btRigidBody.btRigidBodyConstructionInfo
				fallingRigidBodyCI = new btRigidBody.btRigidBodyConstructionInfo( mass, fallMotionState
							, fallShape, ref fallInertia );

			fallingRigidBody = new btRigidBody( fallingRigidBodyCI );

			world.addRigidBody( fallingRigidBody );
		}
コード例 #2
0
		internal void Initialize( btSphereShape sphere, btTriangleShape triangle, double contactBreakingThreshold )
		{
			m_sphere = ( sphere );
			m_triangle = ( triangle );
			m_contactBreakingThreshold = ( contactBreakingThreshold );
		}