예제 #1
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver     = new SequentialImpulseConstraintSolver();

            World         = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = Freelook.Up * -10.0f;

            var bspLoader = new BspLoader();

            string[] args = Environment.GetCommandLineArgs();
            if (args.Length == 1)
            {
                bspLoader.LoadBspFile(Path.Combine("data", "BspDemo.bsp"));
            }
            else
            {
                bspLoader.LoadBspFile(args[1]);
            }
            BspConverter bsp2Bullet = new BspToBulletConverter(this);

            bsp2Bullet.ConvertBsp(bspLoader, 0.1f);
        }
예제 #2
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = Freelook.Up * -10.0f;

            BspLoader bspLoader = new BspLoader();
            string[] args = Environment.GetCommandLineArgs();
            if (args.Length == 1)
            {
                bspLoader.LoadBspFile("data/BspDemo.bsp");
            }
            else
            {
                bspLoader.LoadBspFile(args[1]);
            }
            BspConverter bsp2Bullet = new BspToBulletConverter(this);
            bsp2Bullet.ConvertBsp(bspLoader, 0.1f);
        }
예제 #3
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver     = new SequentialImpulseConstraintSolver();

            World         = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = Freelook.Up * -10.0f;

            BspLoader bspLoader = new BspLoader();

            //string[] args = Environment.GetCommandLineArgs();
            //if (args.Length == 1)
            //{
            UnityEngine.TextAsset bytes      = (UnityEngine.TextAsset)UnityEngine.Resources.Load("BspDemo");
            System.IO.Stream      byteStream = new System.IO.MemoryStream(bytes.bytes);
            bspLoader.LoadBspFile(byteStream);
            //}
            //else
            //{
            //    bspLoader.LoadBspFile(args[1]);
            //}
            BspConverter bsp2Bullet = new BspToBulletConverter(this);

            bsp2Bullet.ConvertBsp(bspLoader, 0.1f);
        }
예제 #4
0
        private void LoadBspFile()
        {
            var bspLoader = new BspLoader();

            string[] args = Environment.GetCommandLineArgs();
            if (args.Length == 1)
            {
                bspLoader.LoadBspFile(Path.Combine("data", "BspDemo.bsp"));
            }
            else
            {
                bspLoader.LoadBspFile(args[1]);
            }

            var bsp2Bullet = new BspToBulletConverter(World);

            bsp2Bullet.ConvertBsp(bspLoader, 0.1f);
        }
예제 #5
0
        public Physics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = new Vector3(0, 0, -10);

            BspLoader bspLoader = new BspLoader();
            bspLoader.LoadBspFile("BspDemo.bsp");
            BspConverter bsp2Bullet = new BspToBulletConverter(this);
            bsp2Bullet.ConvertBsp(bspLoader, 0.1f);
        }
예제 #6
0
파일: Physics.cs 프로젝트: diqost/bullet
        public Physics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher    = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver     = new SequentialImpulseConstraintSolver();

            World         = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = new Vector3(0, 0, -10);

            BspLoader bspLoader = new BspLoader();

            bspLoader.LoadBspFile("BspDemo.bsp");
            BspConverter bsp2Bullet = new BspToBulletConverter(this);

            bsp2Bullet.ConvertBsp(bspLoader, 0.1f);
        }
예제 #7
0
        protected override void OnInitializePhysics()
        {
            // collision configuration contains default setup for memory, collision setup
            CollisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(CollisionConf);

            Broadphase = new DbvtBroadphase();
            Solver = new SequentialImpulseConstraintSolver();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, Solver, CollisionConf);
            World.Gravity = Freelook.Up * -10.0f;

            BspLoader bspLoader = new BspLoader();
            //string[] args = Environment.GetCommandLineArgs();
            //if (args.Length == 1)
            //{
            UnityEngine.TextAsset bytes = (UnityEngine.TextAsset)UnityEngine.Resources.Load("BspDemo");
            System.IO.Stream byteStream = new System.IO.MemoryStream(bytes.bytes);
            bspLoader.LoadBspFile(byteStream);
            //}
            //else
            //{
            //    bspLoader.LoadBspFile(args[1]);
            //}
            BspConverter bsp2Bullet = new BspToBulletConverter(this);
            bsp2Bullet.ConvertBsp(bspLoader, 0.1f);
        }