예제 #1
0
        ///apply gravity, call this once per timestep
        public virtual void ApplyGravity()
        {
            int length = m_nonStaticRigidBodies.Count;

            for (int i = 0; i < length; ++i)
            {
                RigidBody body = m_nonStaticRigidBodies[i];
                if (body != null && body.IsActive())
                {
                    body.ApplyGravity();
                }
            }
        }
예제 #2
0
 protected void PredictUnconstraintMotion(float timeStep)
 {
     foreach (CollisionObject colObj in m_collisionObjects)
     {
         RigidBody body = RigidBody.Upcast(colObj);
         if (body != null)
         {
             if (!body.IsStaticObject())
             {
                 if (body.IsActive())
                 {
                     body.ApplyGravity();
                     body.IntegrateVelocities(timeStep);
                     body.ApplyDamping(timeStep);
                     IndexedMatrix temp = body.GetInterpolationWorldTransform();
                     body.PredictIntegratedTransform(timeStep, out temp);
                     body.SetInterpolationWorldTransform(ref temp);
                 }
             }
         }
     }
 }