Exemplo n.º 1
0
 /// <summary>
 /// Deactivate the buoyancy actor for the physics object this
 /// actor acts upon.
 /// </summary>
 private void DeactivateBuoyancy()
 {
     // If the buoyancy motor instance is existent, it is active so
     // go ahead and remove the pre-step Buoyancy action
     // and set the buoyancy motor to null
     if (m_buoyancyMotor != null)
     {
         PhysicsScene.BeforeStep -= Buoyancy;
         m_buoyancyMotor          = null;
     }
 }
Exemplo n.º 2
0
        /// <summary>
        /// Activate the buoyancy of the physics actor to begin applying force
        /// upon the physical object to simulate buoyancy within the physics
        /// scene.
        /// </summary>
        private void ActivateBuoyancy()
        {
            // If the buoyancy motor is null, initialize an instance
            // of the PxFMotor (Float motor)
            if (m_buoyancyMotor == null)
            {
                // Initialize the PxFMotor with the position of the
                // physics object, and the infinite motor component
                // and a efficiency of 1.0f
                m_buoyancyMotor = new PxFMotor(
                    PhysicsObject.Position.Z, PxMotor.Infinite, 1.0f);

                // Set the target as the water height within the physics scene
                // and the current value as the height of the physics object
                // to that the motor knows the current value and the target
                // value that it should be iterating up to
                m_buoyancyMotor.SetTarget(PhysicsScene.WaterHeight);
                m_buoyancyMotor.SetCurrent(PhysicsObject.Position.Z);

                // Add the buoyancy function to the before step within the scene
                // to ensure it is called before every simulation step
                PhysicsScene.BeforeStep += Buoyancy;
            }
        }
Exemplo n.º 3
0
 /// <summary>
 /// Constructor for the buoyancy actor, includes the physics scene,
 /// the physics object, and the name of this physics actor.
 /// </summary>
 /// <param name="physicsScene"> The physics scene that this actor will
 /// act within. </param>
 /// <param name="physicsObject"> The physics object that this actor will
 /// act upon. </param>
 /// <param name="actorName"> The physics actor name to identify
 /// the intent. <param>
 public PxActorBuoyancy(PxScene physicsScene, PxPhysObject physObject,
                        string actorName) : base(physicsScene, physObject, actorName)
 {
     m_buoyancyMotor = null;
 }