Пример #1
0
 public void Raycast(Vector3f origin, Vector3f direction, out Vector3f hitPoint)
 {
     Jitter.LinearMath.JVector outNormal;
     RigidBody outBody;
     float outFraction;
     bool hit = world.CollisionSystem.Raycast(new Jitter.LinearMath.JVector(origin.x, origin.y, origin.z),
                                   new Jitter.LinearMath.JVector(direction.x, direction.y, direction.z),
                                   null, out outBody, out outNormal, out outFraction);
     if (hit)
         hitPoint = origin.Add(direction.Multiply(outFraction));
     else
         hitPoint = null;
 }
Пример #2
0
 public override void SetWorldTransformPhysics(Vector3f trans, Quaternion rot, Vector3f scl)
 {
     base.SetWorldTransformPhysics(trans, rot, scl);
     foreach (GameObject gi in children)
         gi.SetWorldTransformPhysics(trans.Add(gi.GetLocalTranslation()), rot.Multiply(gi.GetLocalRotation()), scl.Multiply(gi.GetLocalScale()));
 }