物體是繞其物理碰撞器軸旋轉(zhuǎn)的,因?yàn)槲锢砼鲎财黩?qū)動(dòng)著它們的運(yùn)動(dòng)。這是您可以“消除”對撞機(jī)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執(zhí)行多線程Capsule Collider轉(zhuǎn)換的正確方法:
//在.ForEach之前添加.WithReadOnly(world),這將使世界變?yōu)橹蛔x
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);
});