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DOTS常用代码一

DOTS常用代码一

作者: Leo0543 | 来源:发表于2021-03-23 12:37 被阅读0次

    物体是绕其物理碰撞器轴旋转的,因为物理碰撞器驱动着它们的运动。这是您可以“消除”对撞机方向的方法:

    Entities
            .WithBurst()
            .WithAll<PhysicsVelocity, PhysicsMass>()
            .ForEach((ref PhysicsVelocity velocity, in PhysicsMass mass) =>
            {
                velocity.Angular = math.transform(math.inverse(mass.Transform), new float3(0, 0, 1));
            })
            .ScheduleParallel();
    
    

    使用DOTS执行多线程Capsule Collider转换的正确方法:

    //在.ForEach之前添加.WithReadOnly(world),这将使世界变为只读
    World world = World.DefaultGameObjectInjectionWorld;
    BuildPhysicsWorld buildPhysicsWorld = world.GetExistingSystem<BuildPhysicsWorld>();
    PhysicsWorld physicsWorld = buildPhysicsWorld.PhysicsWorld;
    CollisionWorld collisionWorld = physicsWorld.CollisionWorld;
             
    Entities.WithReadOnly(collisionWorld).ForEach((Entity e,  ref Translation translation, ref Rotation rotation) =>
    {
        // Your code here for casting colliders
        ColliderCastHit hit = new ColliderCastHit();
        bool haveHit = collisionWorld.CastCollider(c, out hit);
    });
    

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