public bool AddSoftBody(BSoftBody softBody) { if (!(m_world is BulletSharp.SoftBody.SoftRigidDynamicsWorld)) { if (debugType <= BDebug.DebugType.Trace) { Debug.LogErrorFormat("The Physics World must be a BSoftBodyWorld for adding soft bodies"); } return(false); } if (!_isDisposed) { if (debugType >= BDebug.DebugType.Debug) { Debug.LogFormat(softBody, "Adding softbody {0} to world", softBody.name); } if (softBody._BuildCollisionObject()) { ((BulletSharp.SoftBody.SoftRigidDynamicsWorld)m_world).AddSoftBody((SoftBody)softBody.GetCollisionObject()); softBody.isInWorld = true; } return(true); } return(false); }
public void OnEnable() { bSoftBodyTarget = (BSoftBody)target; softBodySettings = serializedObject.FindProperty("_softBodySettings"); if (inspectorMeshSettings == null) { inspectorMeshSettings = new BAnyMeshSettingsForEditor(); } }
public bool AddSoftBody(BSoftBody softBody) { if (!(World is BulletSharp.SoftBody.SoftRigidDynamicsWorld)) { Debug.LogError("The Physics World must be a BSoftBodyWorld for adding soft bodies"); return(false); } if (!_isDisposed) { Debug.LogFormat("Adding softbody {0} to world", softBody); if (softBody.BuildSoftBody()) { ((BulletSharp.SoftBody.SoftRigidDynamicsWorld)World).AddSoftBody(softBody.GetSoftBody()); } return(true); } return(false); }
public void OnEnable() { bSoftBodyTarget = (BSoftBody)target; softBodySettings = serializedObject.FindProperty("_softBodySettings"); }
public bool AddSoftBody(BSoftBody softBody) { if (!(m_world is BulletSharp.SoftBody.SoftRigidDynamicsWorld)) { if (debugType >= BDebug.DebugType.Debug) Debug.LogFormat("The Physics World must be a BSoftBodyWorld for adding soft bodies"); return false; } if (!_isDisposed) { if (debugType >= BDebug.DebugType.Debug) Debug.LogFormat("Adding softbody {0} to world", softBody); if (softBody._BuildCollisionObject()) { ((BulletSharp.SoftBody.SoftRigidDynamicsWorld)m_world).AddSoftBody((SoftBody)softBody.GetCollisionObject()); softBody.isInWorld = true; } return true; } return false; }
public bool AddSoftBody(BSoftBody softBody) { if (!(World is BulletSharp.SoftBody.SoftRigidDynamicsWorld)) { Debug.LogError("The Physics World must be a BSoftBodyWorld for adding soft bodies"); return false; } if (!_isDisposed) { Debug.LogFormat("Adding softbody {0} to world", softBody); if (softBody.BuildSoftBody()) { ((BulletSharp.SoftBody.SoftRigidDynamicsWorld)World).AddSoftBody(softBody.GetSoftBody()); } return true; } return false; }