本文整理汇总了C#中Plane.ToWorld方法的典型用法代码示例。如果您正苦于以下问题:C# Plane.ToWorld方法的具体用法?C# Plane.ToWorld怎么用?C# Plane.ToWorld使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Plane
的用法示例。
在下文中一共展示了Plane.ToWorld方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ComputeCollision
public override void ComputeCollision(ContactSet contactSet, CollisionQueryType type)
{
// Object A should be the plane.
// Object B should be the other object.
IGeometricObject planeObject = contactSet.ObjectA.GeometricObject;
IGeometricObject convexObject = contactSet.ObjectB.GeometricObject;
// Swap objects if necessary.
bool swapped = (convexObject.Shape is PlaneShape);
if (swapped)
MathHelper.Swap(ref planeObject, ref convexObject);
PlaneShape planeShape = planeObject.Shape as PlaneShape;
ConvexShape convexShape = convexObject.Shape as ConvexShape;
// Check if shapes are correct.
if (planeShape == null || convexShape == null)
throw new ArgumentException("The contact set must contain a plane and a convex shape.", "contactSet");
// Get transformations.
Vector3F scalePlane = planeObject.Scale;
Vector3F scaleB = convexObject.Scale;
Pose planePose = planeObject.Pose;
Pose poseB = convexObject.Pose;
// Apply scale to plane and transform plane into world space.
Plane planeWorld = new Plane(planeShape);
planeWorld.Scale(ref scalePlane); // Scale plane.
planeWorld.ToWorld(ref planePose); // Transform plane to world space.
// Transform plane normal to local space of convex.
Vector3F planeNormalLocalB = poseB.ToLocalDirection(planeWorld.Normal);
// Get support vertex nearest to the plane.
Vector3F supportVertexBLocal = convexShape.GetSupportPoint(-planeNormalLocalB, scaleB);
// Transform support vertex into world space.
Vector3F supportVertexBWorld = poseB.ToWorldPosition(supportVertexBLocal);
// Project vertex onto separating axis (given by plane normal).
float distance = Vector3F.Dot(supportVertexBWorld, planeWorld.Normal);
// Check for collision.
float penetrationDepth = planeWorld.DistanceFromOrigin - distance;
contactSet.HaveContact = (penetrationDepth >= 0);
if (type == CollisionQueryType.Boolean || (type == CollisionQueryType.Contacts && !contactSet.HaveContact))
{
// HaveContact queries can exit here.
// GetContacts queries can exit here if we don't have a contact.
return;
}
// Position is between support vertex and plane.
Vector3F position = supportVertexBWorld + planeWorld.Normal * (penetrationDepth / 2);
Vector3F normal = (swapped) ? -planeWorld.Normal : planeWorld.Normal;
// Update contact set.
Contact contact = ContactHelper.CreateContact(contactSet, position, normal, penetrationDepth, false);
ContactHelper.Merge(contactSet, contact, type, CollisionDetection.ContactPositionTolerance);
if (CollisionDetection.FullContactSetPerFrame
&& type == CollisionQueryType.Contacts
&& contactSet.Count > 0
&& contactSet.Count < 4)
{
// Special treatment for tetrahedra: Test all vertices against plane.
IList<Vector3F> vertices = null;
if (convexShape is ConvexHullOfPoints)
{
var convexHullOfPoints = (ConvexHullOfPoints)convexShape;
vertices = convexHullOfPoints.Points;
}
else if (convexShape is ConvexPolyhedron)
{
var convexPolyhedron = (ConvexPolyhedron)convexShape;
vertices = convexPolyhedron.Vertices;
}
if (vertices != null && vertices.Count <= 8)
{
// Convex has 8 or less vertices. Explicitly test all vertices against the plane.
int numberOfVertices = vertices.Count;
for (int i = 0; i < numberOfVertices; i++)
{
// Test is the same as above.
var vertex = vertices[i];
Vector3F scaledVertex = vertex * scaleB;
if (scaledVertex != supportVertexBLocal) // supportVertexBLocal has already been added.
{
Vector3F vertexWorld = poseB.ToWorldPosition(scaledVertex);
distance = Vector3F.Dot(vertexWorld, planeWorld.Normal);
penetrationDepth = planeWorld.DistanceFromOrigin - distance;
if (penetrationDepth >= 0)
{
position = vertexWorld + planeWorld.Normal * (penetrationDepth / 2);
normal = (swapped) ? -planeWorld.Normal : planeWorld.Normal;
contact = ContactHelper.CreateContact(contactSet, position, normal, penetrationDepth, false);
ContactHelper.Merge(contactSet, contact, type, CollisionDetection.ContactPositionTolerance);
}
//.........这里部分代码省略.........
示例2: ToWorld
public void ToWorld()
{
Vector3F point0 = new Vector3F(1, 0.5f, 0.5f);
Vector3F point1 = new Vector3F(0.5f, 1, 0.5f);
Vector3F point2 = new Vector3F(0.5f, 0.5f, 1);
Plane plane = new Plane(point0, point1, point2);
Vector3F pointAbove = plane.Normal * plane.DistanceFromOrigin * 2;
Vector3F pointBelow = plane.Normal * plane.DistanceFromOrigin * 0.5f;
Assert.IsTrue(Vector3F.Dot(plane.Normal, pointAbove) > plane.DistanceFromOrigin);
Assert.IsTrue(Vector3F.Dot(plane.Normal, pointBelow) < plane.DistanceFromOrigin);
Pose pose = new Pose(new Vector3F(-5, 100, -20), Matrix33F.CreateRotation(new Vector3F(1, 2, 3), 0.123f));
point0 = pose.ToWorldPosition(point0);
point1 = pose.ToWorldPosition(point1);
point2 = pose.ToWorldPosition(point2);
pointAbove = pose.ToWorldPosition(pointAbove);
pointBelow = pose.ToWorldPosition(pointBelow);
plane.ToWorld(ref pose);
Assert.IsTrue(plane.Normal.IsNumericallyNormalized);
Vector3F dummy;
Assert.IsTrue(GeometryHelper.GetClosestPoint(plane, point0, out dummy));
Assert.IsTrue(GeometryHelper.GetClosestPoint(plane, point1, out dummy));
Assert.IsTrue(GeometryHelper.GetClosestPoint(plane, point2, out dummy));
Assert.IsTrue(Vector3F.Dot(plane.Normal, pointAbove) > plane.DistanceFromOrigin);
Assert.IsTrue(Vector3F.Dot(plane.Normal, pointBelow) < plane.DistanceFromOrigin);
}