public override void calculateLocalInertia(float mass, out btVector3 inertia) { float elem = 0.4f * mass * Margin * Margin; inertia = new btVector3(elem, elem, elem); }
/// <summary> /// 慣性を計算する /// </summary> /// <param name="mass">重さ</param> /// <param name="inertia">慣性</param> public virtual void calculateLocalInertia(float mass, out btVector3 inertia) { //act.actorDesc.BodyDescription = new BodyDescription(mass); inertia = new btVector3(); }
public BoxShape(btVector3 vector) { act = SLAct.createBox(vector.X, vector.Y, vector.Z, 10, false); Margin = vector.X; }
public RigidBody(float mass, IMotionState motionState, CollisionShape collisionShape, btVector3 localInertia) { shape = collisionShape; MotionState = motionState; shape.act.setMass(mass); shape.act.setMotionState(motionState); inertia = localInertia; }
public virtual void draw3dText(ref btVector3 location, string textString) { }
public virtual void drawContactPoint(ref btVector3 PointOnB, ref btVector3 normalOnB, float distance, int lifeTime, ref btVector3 color) { }
public virtual void drawLine(ref btVector3 from, ref btVector3 to, ref btVector3 color) { }
public AxisSweep3(btVector3 v1, btVector3 v2, int n, Object o, bool b) { }