示例#1
0
    public NewtonBodyCollision(NewtonBody body)
    {
        List <ColliderShapePair> colliderList = new List <ColliderShapePair>();

        TraverseColliders(body.gameObject, colliderList, body.gameObject, body);

        if (body.m_isScene)
        {
            m_collidersArray = new ColliderShapePair[colliderList.Count + 1];
            NewtonSceneCollider   sceneCollider = body.gameObject.AddComponent <NewtonSceneCollider>();
            dNewtonCollisionScene sceneShape    = (dNewtonCollisionScene)sceneCollider.Create(body.m_world);

            m_collidersArray[0].m_shape    = sceneShape;
            m_collidersArray[0].m_collider = sceneCollider;

            int index = 1;
            sceneShape.BeginAddRemoveCollision();
            foreach (ColliderShapePair pair in colliderList)
            {
                m_collidersArray[index] = pair;
                sceneShape.AddCollision(pair.m_shape);
                index++;
            }
            sceneShape.EndAddRemoveCollision();
        }
        else if (colliderList.Count == 0)
        {
            m_collidersArray = new ColliderShapePair[1];
            NewtonCollider collider = body.gameObject.AddComponent <NewtonNullCollider>();
            m_collidersArray[0].m_collider = collider;
            m_collidersArray[0].m_shape    = collider.Create(body.m_world);
        }
        else if (colliderList.Count == 1)
        {
            m_collidersArray    = new ColliderShapePair[1];
            m_collidersArray[0] = colliderList[0];
        }
        else
        {
            m_collidersArray = new ColliderShapePair[colliderList.Count + 1];
            NewtonCompoundCollider   compoundCollider = body.gameObject.AddComponent <NewtonCompoundCollider>();
            dNewtonCollisionCompound compoundShape    = (dNewtonCollisionCompound)compoundCollider.Create(body.m_world);

            m_collidersArray[0].m_shape    = compoundShape;
            m_collidersArray[0].m_collider = compoundCollider;

            int index = 1;
            compoundShape.BeginAddRemoveCollision();
            foreach (ColliderShapePair pair in colliderList)
            {
                m_collidersArray[index] = pair;
                compoundShape.AddCollision(pair.m_shape);
                index++;
            }
            compoundShape.EndAddRemoveCollision();
        }
    }
示例#2
0
    public NewtonBodyCollision(NewtonBody body)
    {
        if (body.m_world.GetWorld() == null)
        {
            throw new NullReferenceException("Native world instance is null. The World component was probably destroyed");
        }

        List <ColliderShapePair> colliderList = new List <ColliderShapePair>();

        TraverseColliders(body.gameObject, colliderList, body.gameObject, body);

        if (body.m_isScene)
        {
            m_collidersArray = new ColliderShapePair[colliderList.Count + 1];
            NewtonSceneCollider   sceneCollider = body.gameObject.AddComponent <NewtonSceneCollider>();
            dNewtonCollisionScene sceneShape    = (dNewtonCollisionScene)sceneCollider.Create(body.m_world);

            m_collidersArray[0].m_shape    = sceneShape;
            m_collidersArray[0].m_collider = sceneCollider;

            int index = 1;
            sceneShape.BeginAddRemoveCollision();
            foreach (ColliderShapePair pair in colliderList)
            {
                m_collidersArray[index] = pair;
                sceneShape.AddCollision(pair.m_shape);
                index++;
            }
            sceneShape.EndAddRemoveCollision();
        }
        else if (colliderList.Count == 0)
        {
            m_collidersArray = new ColliderShapePair[1];
            NewtonCollider collider = body.gameObject.AddComponent <NewtonNullCollider>();
            m_collidersArray[0].m_collider = collider;
            m_collidersArray[0].m_shape    = collider.Create(body.m_world);
        }
        else if (colliderList.Count == 1)
        {
            m_collidersArray    = new ColliderShapePair[1];
            m_collidersArray[0] = colliderList[0];
        }
        else
        {
            m_collidersArray = new ColliderShapePair[colliderList.Count + 1];
            NewtonCompoundCollider   compoundCollider = body.gameObject.AddComponent <NewtonCompoundCollider>();
            dNewtonCollisionCompound compoundShape    = (dNewtonCollisionCompound)compoundCollider.Create(body.m_world);

            m_collidersArray[0].m_shape    = compoundShape;
            m_collidersArray[0].m_collider = compoundCollider;

            int index = 1;
            compoundShape.BeginAddRemoveCollision();
            foreach (ColliderShapePair pair in colliderList)
            {
                m_collidersArray[index] = pair;
                compoundShape.AddCollision(pair.m_shape);
                index++;
            }
            compoundShape.EndAddRemoveCollision();
        }
    }