本文整理汇总了C#中btVector3.length方法的典型用法代码示例。如果您正苦于以下问题:C# btVector3.length方法的具体用法?C# btVector3.length怎么用?C# btVector3.length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btVector3
的用法示例。
在下文中一共展示了btVector3.length方法的10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: setRotation
/*@brief Set the rotation using axis angle notation
@param axis The axis around which to rotate
@param angle The magnitude of the rotation in Radians */
public void setRotation( ref btVector3 axis, double _angle )
{
double d = axis.length();
if( d != 0.0 )
{
double s = btScalar.btSin( _angle * 0.5 ) / d;
setValue( axis.x * s, axis.y * s, axis.z * s,
btScalar.btCos( _angle * 0.5 ) );
}
else
x = y = z = w = 0;
}
示例2: angle
/*@brief Axis angle Constructor
@param axis The axis which the rotation is around
@param angle The magnitude of the rotation around the angle (Radians) */
public btQuaternion( ref btVector3 _axis, float _angle )
{
//setRotation( _axis, _angle );
float d = _axis.length();
if( d != 0.0 )
{
float s = btScalar.btSin( _angle * btScalar.BT_HALF ) / d;
x = _axis.x * s;
y = _axis.y * s;
z = _axis.z * s;
w = btScalar.btCos( _angle * btScalar.BT_HALF );
}
else
x = y = z = w = 0;
}
示例3: angle
/*@brief Axis angle Constructor
@param axis The axis which the rotation is around
@param angle The magnitude of the rotation around the angle (Radians) */
public btQuaternion( ref btVector3 _axis, double _angle )
{
//setRotation( _axis, _angle );
double d = _axis.length();
if( d != 0.0 )
{
double s = btScalar.btSin( _angle * 0.5 ) / d;
x = _axis.x * s;
y = _axis.y * s;
z = _axis.z * s;
w = btScalar.btCos( _angle * 0.5 );
}
else
x = y = z = w = 0;
}
示例4: integrateTransform
public static void integrateTransform( ref btTransform curTrans, ref btVector3 linvel, ref btVector3 angvel
, double timeStep, out btTransform predictedTransform )
{
btVector3 tmp;
btVector3 tmp2;
linvel.Mult( timeStep, out tmp );
curTrans.getOrigin( out tmp2 );
tmp2.Add( ref tmp, out predictedTransform.m_origin );
#if QUATERNION_DERIVATIVE
btQuaternion predictedOrn = curTrans.getRotation();
predictedOrn += (angvel predictedOrn) * (timeStep 0.5);
predictedOrn.normalize();
#else
//Exponential map
//google for "Practical Parameterization of Rotations Using the Exponential Map", F. Sebastian Grassia
btVector3 axis;
double fAngle = angvel.length();
//limit the angular motion
if( fAngle * timeStep > ANGULAR_MOTION_THRESHOLD )
{
fAngle = ANGULAR_MOTION_THRESHOLD / timeStep;
}
if( fAngle < 0.001 )
{
// use Taylor's expansions of sync function
angvel.Mult( ( btScalar.BT_HALF * timeStep - ( timeStep * timeStep * timeStep ) * ( 0.020833333333 ) * fAngle * fAngle ), out axis );
}
else
{
// sync(fAngle) = sin(cfAngle)/t
angvel.Mult( ( btScalar.btSin( btScalar.BT_HALF * fAngle * timeStep ) / fAngle ), out axis );
}
btQuaternion dorn = new btQuaternion( axis.x, axis.y, axis.z, btScalar.btCos( fAngle * timeStep * 0.5 ) );
btQuaternion orn0;
curTrans.getRotation( out orn0 );
btQuaternion predictedOrn;
dorn.Mult( ref orn0, out predictedOrn );
predictedOrn.normalize();
#endif
btMatrix3x3.setRotation( out predictedTransform.m_basis, ref predictedOrn);
//predictedTransform.setRotation( ref predictedOrn );
}
示例5: coneLocalSupport
void coneLocalSupport( ref btVector3 v, out btVector3 result )
{
btVector3 tmp = btVector3.Zero;
double halfHeight = m_height * (double)( 0.5 );
if( v[m_coneIndices[1]] > v.length() * m_sinAngle )
{
tmp[m_coneIndices[0]] = btScalar.BT_ZERO;
tmp[m_coneIndices[1]] = halfHeight;
tmp[m_coneIndices[2]] = btScalar.BT_ZERO;
result = tmp;
}
else
{
double s = btScalar.btSqrt( v[m_coneIndices[0]] * v[m_coneIndices[0]] + v[m_coneIndices[2]] * v[m_coneIndices[2]] );
if( s > btScalar.SIMD_EPSILON )
{
double d = m_radius / s;
tmp[m_coneIndices[0]] = v[m_coneIndices[0]] * d;
tmp[m_coneIndices[1]] = -halfHeight;
tmp[m_coneIndices[2]] = v[m_coneIndices[2]] * d;
result = tmp;
}
else
{
tmp[m_coneIndices[0]] = btScalar.BT_ZERO;
tmp[m_coneIndices[1]] = -halfHeight;
tmp[m_coneIndices[2]] = btScalar.BT_ZERO;
result = tmp;
}
}
}
示例6: applyDamping
///applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
public void applyDamping( double timeStep )
{
//On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74
//todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway
//#define USE_OLD_DAMPING_METHOD 1
#if USE_OLD_DAMPING_METHOD
m_linearVelocity *= GEN_clamped( ( (double)( 1.0) - timeStep * m_linearDamping ), (double)btScalar.BT_ZERO, (double)(double)( 1.0 ) );
m_angularVelocity *= GEN_clamped( ( (double)( 1.0) - timeStep * m_angularDamping ), (double)btScalar.BT_ZERO, (double)(double)( 1.0 ) );
#else
m_linearVelocity.Mult( btScalar.btPow( (double)( 1 ) - m_linearDamping, timeStep ), out m_linearVelocity );
m_angularVelocity.Mult( btScalar.btPow( (double)( 1 ) - m_angularDamping, timeStep ), out m_angularVelocity );
//m_linearVelocity *= btScalar.btPow( (double)( 1 ) - m_linearDamping, timeStep );
//m_angularVelocity *= btScalar.btPow( (double)( 1 ) - m_angularDamping, timeStep );
#endif
if( m_additionalDamping )
{
//Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
//Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
if( ( m_angularVelocity.length2() < m_additionalAngularDampingThresholdSqr ) &
( m_linearVelocity.length2() < m_additionalLinearDampingThresholdSqr ) )
{
m_linearVelocity.Mult( m_additionalDampingFactor, out m_linearVelocity );
m_angularVelocity.Mult( m_additionalDampingFactor, out m_angularVelocity );
//m_angularVelocity *= m_additionalDampingFactor;
//m_linearVelocity *= m_additionalDampingFactor;
}
double speed = m_linearVelocity.length();
if( speed < m_linearDamping )
{
double dampVel = (double)( 0.005 );
if( speed > dampVel )
{
btVector3 dir; m_linearVelocity.normalized( out dir );
dir.Mult( dampVel, out dir );
m_linearVelocity.Sub( ref dir, out m_linearVelocity );
//m_linearVelocity -= dir * dampVel;
}
else
{
m_linearVelocity = btVector3.Zero;
}
}
double angSpeed = m_angularVelocity.length();
if( angSpeed < m_angularDamping )
{
double angDampVel = (double)( 0.005 );
if( angSpeed > angDampVel )
{
btVector3 dir; m_angularVelocity.normalized( out dir );
dir.Mult( angDampVel, out dir );
m_angularVelocity.Sub( ref dir, out m_angularVelocity );
//m_angularVelocity -= dir * angDampVel;
}
else
{
m_angularVelocity = btVector3.Zero;
}
}
}
}
示例7: Evaluate
internal eStatus._ Evaluate( tShape shapearg, ref btVector3 guess )
{
uint iterations = 0;
double sqdist = 0;
double alpha = 0;
btVector3[] lastw = new btVector3[4];
uint clastw = 0;
/* Initialize solver */
m_free[0] = new sSV();
m_free[1] = new sSV();
m_free[2] = new sSV();
m_free[3] = new sSV();
m_nfree = 4;
m_current = 0;
m_status = eStatus._.Valid;
m_shape = shapearg;
m_distance = 0;
/* Initialize simplex */
m_simplices0.rank = 0;
m_ray = guess;
double sqrl = m_ray.length2();
btVector3 tmp;
if( sqrl > 0 )
m_ray.Invert( out tmp );
else
tmp = btVector3.xAxis;
appendvertice( m_simplices0, ref tmp );
m_simplices0.p[0] = 1;
m_ray = m_simplices0.c[0].w;
sqdist = sqrl;
lastw[0] =
lastw[1] =
lastw[2] =
lastw[3] = m_ray;
/* Loop */
do
{
uint next = 1 - m_current;
sSimplex cs = m_current==0?m_simplices0:m_simplices1;
sSimplex ns = next==0?m_simplices0:m_simplices1;
/* Check zero */
double rl = m_ray.length();
if( rl < GJK_MIN_DISTANCE )
{/* Touching or inside */
m_status = eStatus._.Inside;
break;
}
/* Append new vertice in -'v' direction */
m_ray.Invert( out tmp );
appendvertice( cs, ref tmp );
btVector3 w = cs.c[cs.rank - 1].w;
bool found = false;
for( uint i = 0; i < 4; ++i )
{
w.Sub( ref lastw[i], out tmp );
if( tmp.length2() < GJK_DUPLICATED_EPS )
{ found = true; break; }
}
if( found )
{/* Return old simplex */
removevertice( cs );
break;
}
else
{/* Update lastw */
lastw[clastw = ( clastw + 1 ) & 3] = w;
}
/* Check for termination */
double omega = btVector3.btDot( ref m_ray, ref w ) / rl;
alpha = btScalar.btMax( omega, alpha );
if( ( ( rl - alpha ) - ( GJK_ACCURARY * rl ) ) <= 0 )
{/* Return old simplex */
removevertice( cs );
break;
}
/* Reduce simplex */
double[] weights = new double[4];
uint mask = 0;
switch( cs.rank )
{
case 2:
sqdist = projectorigin( ref cs.c[0].w,
ref cs.c[1].w,
weights, out mask ); break;
case 3:
sqdist = projectorigin( ref cs.c[0].w,
ref cs.c[1].w,
ref cs.c[2].w,
weights, out mask ); break;
case 4:
sqdist = projectorigin( ref cs.c[0].w,
ref cs.c[1].w,
ref cs.c[2].w,
ref cs.c[3].w,
weights, out mask ); break;
}
if( sqdist >= 0 )
{/* Valid */
ns.rank = 0;
m_ray = btVector3.Zero;
//.........这里部分代码省略.........
示例8: setRotation
/*@brief Set the rotation using axis angle notation
@param axis The axis around which to rotate
@param angle The magnitude of the rotation in Radians */
public void setRotation( ref btVector3 axis, float _angle )
{
float d = axis.length();
if( d != 0.0 )
{
float s = btScalar.btSin( _angle * btScalar.BT_HALF ) / d;
setValue( axis.x * s, axis.y * s, axis.z * s,
btScalar.btCos( _angle * btScalar.BT_HALF ) );
}
else
x = y = z = w = 0;
}
示例9: calculateTemporalAabb
///calculateTemporalAabb calculates the enclosing aabb for the moving object over interval [0..timeStep)
///result is conservative
public void calculateTemporalAabb( ref btTransform curTrans, ref btVector3 linvel, ref btVector3 angvel, double timeStep
, out btVector3 temporalAabbMin, out btVector3 temporalAabbMax )
{
//start with static aabb
getAabb( ref curTrans, out temporalAabbMin, out temporalAabbMax );
double temporalAabbMaxx = temporalAabbMax.x;
double temporalAabbMaxy = temporalAabbMax.y;
double temporalAabbMaxz = temporalAabbMax.z;
double temporalAabbMinx = temporalAabbMin.x;
double temporalAabbMiny = temporalAabbMin.y;
double temporalAabbMinz = temporalAabbMin.z;
// add linear motion
btVector3 linMotion;
linvel.Mult( timeStep, out linMotion );
///@todo: simd would have a vector max/min operation, instead of per-element access
if( linMotion.x > btScalar.BT_ZERO )
temporalAabbMaxx += linMotion.x;
else
temporalAabbMinx += linMotion.x;
if( linMotion.y > btScalar.BT_ZERO )
temporalAabbMaxy += linMotion.y;
else
temporalAabbMiny += linMotion.y;
if( linMotion.z > btScalar.BT_ZERO )
temporalAabbMaxz += linMotion.z;
else
temporalAabbMinz += linMotion.z;
//add conservative angular motion
double angularMotion = angvel.length() * getAngularMotionDisc() * timeStep;
btVector3 angularMotion3d = new btVector3( angularMotion, angularMotion, angularMotion );
temporalAabbMin = new btVector3( temporalAabbMinx, temporalAabbMiny, temporalAabbMinz );
temporalAabbMax = new btVector3( temporalAabbMaxx, temporalAabbMaxy, temporalAabbMaxz );
temporalAabbMin.Sub( ref angularMotion3d, out temporalAabbMin );
temporalAabbMax.Add( ref angularMotion3d, out temporalAabbMax );
}
示例10: solveConstraintObsolete
/*
void solveConstraintObsolete( btSolverBody bodyA, btSolverBody bodyB, double timeStep )
{
if( m_useSolveConstraintObsolete )
{
btVector3 pivotAInW = m_rbA.m_worldTransform * m_rbAFrame.m_origin;
btVector3 pivotBInW = m_rbB.m_worldTransform * m_rbBFrame.m_origin;
double tau = (double)( 0.3 );
//linear part
if( !m_angularOnly )
{
btVector3 rel_pos1 = pivotAInW - m_rbA.m_worldTransform.m_origin;
btVector3 rel_pos2 = pivotBInW - m_rbB.m_worldTransform.m_origin;
btVector3 vel1;
bodyA.internalGetVelocityInLocalPointObsolete( rel_pos1, vel1 );
btVector3 vel2;
bodyB.internalGetVelocityInLocalPointObsolete( rel_pos2, vel2 );
btVector3 vel = vel1 - vel2;
for( int i = 0; i < 3; i++ )
{
btIVector3 normal = m_jac[i].m_linearJointAxis;
double jacDiagABInv = btScalar.BT_ONE / m_jac[i].getDiagonal();
double rel_vel;
rel_vel = normal.dot( vel );
//positional error (zeroth order error)
double depth = -( pivotAInW - pivotBInW ).dot( normal ); //this is the error projected on the normal
double impulse = depth * tau / timeStep * jacDiagABInv - rel_vel * jacDiagABInv;
m_appliedImpulse += impulse;
btVector3 ftorqueAxis1 = rel_pos1.cross( normal );
btVector3 ftorqueAxis2 = rel_pos2.cross( normal );
bodyA.internalApplyImpulse( normal * m_rbA.getInvMass(), m_rbA.m_invInertiaTensorWorld * ftorqueAxis1, impulse );
bodyB.internalApplyImpulse( normal * m_rbB.getInvMass(), m_rbB.m_invInertiaTensorWorld * ftorqueAxis2, -impulse );
}
}
// apply motor
if( m_bMotorEnabled )
{
// compute current and predicted transforms
btTransform trACur = m_rbA.m_worldTransform;
btTransform trBCur = m_rbB.m_worldTransform;
btVector3 omegaA; bodyA.internalGetAngularVelocity( omegaA );
btVector3 omegaB; bodyB.internalGetAngularVelocity( omegaB );
btTransform trAPred; trAPred.setIdentity();
btVector3 zerovec( 0, 0, 0);
btTransformUtil::integrateTransform(
trACur, zerovec, omegaA, timeStep, trAPred );
btTransform trBPred; trBPred.setIdentity();
btTransformUtil::integrateTransform(
trBCur, zerovec, omegaB, timeStep, trBPred );
// compute desired transforms in world
btTransform trPose( m_qTarget );
btTransform trABDes = m_rbBFrame * trPose * m_rbAFrame.inverse();
btTransform trADes = trBPred * trABDes;
btTransform trBDes = trAPred * trABDes.inverse();
// compute desired omegas in world
btVector3 omegaADes, omegaBDes;
btTransformUtil::calculateVelocity( trACur, trADes, timeStep, zerovec, omegaADes );
btTransformUtil::calculateVelocity( trBCur, trBDes, timeStep, zerovec, omegaBDes );
// compute delta omegas
btVector3 dOmegaA = omegaADes - omegaA;
btVector3 dOmegaB = omegaBDes - omegaB;
// compute weighted avg axis of dOmega (weighting based on inertias)
btVector3 axisA, axisB;
double kAxisAInv = 0, kAxisBInv = 0;
if( dOmegaA.length2() > btScalar.SIMD_EPSILON )
{
axisA = dOmegaA.normalized();
kAxisAInv = m_rbA.computeAngularImpulseDenominator( axisA );
}
if( dOmegaB.length2() > btScalar.SIMD_EPSILON )
{
axisB = dOmegaB.normalized();
kAxisBInv = m_rbB.computeAngularImpulseDenominator( axisB );
}
btVector3 avgAxis = kAxisAInv * axisA + kAxisBInv * axisB;
static bool bDoTorque = true;
if( bDoTorque & avgAxis.length2() > btScalar.SIMD_EPSILON )
{
avgAxis.normalize();
kAxisAInv = m_rbA.computeAngularImpulseDenominator( avgAxis );
kAxisBInv = m_rbB.computeAngularImpulseDenominator( avgAxis );
double kInvCombined = kAxisAInv + kAxisBInv;
//.........这里部分代码省略.........