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C# RigidBody.GetInvMass方法代码示例

本文整理汇总了C#中BulletXNA.BulletDynamics.RigidBody.GetInvMass方法的典型用法代码示例。如果您正苦于以下问题:C# RigidBody.GetInvMass方法的具体用法?C# RigidBody.GetInvMass怎么用?C# RigidBody.GetInvMass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BulletXNA.BulletDynamics.RigidBody的用法示例。


在下文中一共展示了RigidBody.GetInvMass方法的3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: SolveLinearAxis

		public float SolveLinearAxis(
			float timeStep,
			float jacDiagABInv,
			RigidBody body1, ref IndexedVector3 pointInA,
			RigidBody body2, ref IndexedVector3 pointInB,
			int limit_index,
			ref IndexedVector3 axis_normal_on_a,
			ref IndexedVector3 anchorPos)
		{
			///find relative velocity
			//    IndexedVector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition();
			//    IndexedVector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition();
			IndexedVector3 rel_pos1 = anchorPos - body1.GetCenterOfMassPosition();
			IndexedVector3 rel_pos2 = anchorPos - body2.GetCenterOfMassPosition();

			IndexedVector3 vel1 = IndexedVector3.Zero;
			body1.InternalGetVelocityInLocalPointObsolete(ref rel_pos1, ref vel1);
			IndexedVector3 vel2 = IndexedVector3.Zero; ;
			body2.InternalGetVelocityInLocalPointObsolete(ref rel_pos2, ref vel2);
			IndexedVector3 vel = vel1 - vel2;

			float rel_vel = IndexedVector3.Dot(axis_normal_on_a, vel);

			/// apply displacement correction

			//positional error (zeroth order error)
			float depth = -IndexedVector3.Dot((pointInA - pointInB), axis_normal_on_a);
			float lo = float.MinValue;
			float hi = float.MaxValue;

			float minLimit = m_lowerLimit[limit_index];
			float maxLimit = m_upperLimit[limit_index];

			//handle the limits
			if (minLimit < maxLimit)
			{
				{
					if (depth > maxLimit)
					{
						depth -= maxLimit;
						lo = 0f;

					}
					else
					{
						if (depth < minLimit)
						{
							depth -= minLimit;
							hi = 0f;
						}
						else
						{
							return 0.0f;
						}
					}
				}
			}

			float normalImpulse = m_limitSoftness * (m_restitution * depth / timeStep - m_damping * rel_vel) * jacDiagABInv;

			float oldNormalImpulse = m_accumulatedImpulse[limit_index];
			float sum = oldNormalImpulse + normalImpulse;
			m_accumulatedImpulse[limit_index] =  (sum > hi ? 0f : sum < lo ? 0f : sum);
			normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;

			IndexedVector3 impulse_vector = axis_normal_on_a * normalImpulse;
			//body1.applyImpulse( impulse_vector, rel_pos1);
			//body2.applyImpulse(-impulse_vector, rel_pos2);

			IndexedVector3 ftorqueAxis1 = IndexedVector3.Cross(rel_pos1, axis_normal_on_a);
			IndexedVector3 ftorqueAxis2 = IndexedVector3.Cross(rel_pos2, axis_normal_on_a);
            body1.InternalApplyImpulse(axis_normal_on_a * body1.GetInvMass(), body1.GetInvInertiaTensorWorld() * ftorqueAxis1, normalImpulse, "Generic6DoF body1");
            body2.InternalApplyImpulse(axis_normal_on_a * body2.GetInvMass(), body2.GetInvInertiaTensorWorld() * ftorqueAxis2, -normalImpulse, "Generic6DoF body2");

			return normalImpulse;

		}
开发者ID:Belxjander,项目名称:Asuna,代码行数:77,代码来源:Generic6DofConstraint.cs

示例2: SetFrictionConstraintImpulse

		protected void SetFrictionConstraintImpulse(ref SolverConstraint solverConstraint, RigidBody rb0, RigidBody rb1,
										 ManifoldPoint cp, ContactSolverInfo infoGlobal)
		{
			if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_FRICTION_WARMSTARTING))
			{
				{
					SolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
					if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
					{
						frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
						if (rb0 != null)
						{
                            rb0.InternalApplyImpulse(frictionConstraint1.m_contactNormal * rb0.GetInvMass(), frictionConstraint1.m_angularComponentA, frictionConstraint1.m_appliedImpulse,"SetupFriction-rb0");
						}
						if (rb1 != null)
						{
                            rb1.InternalApplyImpulse(frictionConstraint1.m_contactNormal * rb1.GetInvMass(), -frictionConstraint1.m_angularComponentB, -frictionConstraint1.m_appliedImpulse, "SetupFriction-rb1");
						}
					}
					else
					{
						frictionConstraint1.m_appliedImpulse = 0f;
					}
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex] = frictionConstraint1;

				}

				if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					SolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
					if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_WARMSTARTING))
					{
						frictionConstraint2.m_appliedImpulse = cp.m_appliedImpulseLateral2 * infoGlobal.m_warmstartingFactor;
						if (rb0 != null)
						{
							rb0.InternalApplyImpulse(frictionConstraint2.m_contactNormal * rb0.GetInvMass(), frictionConstraint2.m_angularComponentA, frictionConstraint2.m_appliedImpulse,"SetFriction-rb0");
						}
						if (rb1 != null)
						{
							rb1.InternalApplyImpulse(frictionConstraint2.m_contactNormal * rb1.GetInvMass(), -frictionConstraint2.m_angularComponentB, -frictionConstraint2.m_appliedImpulse,"SetFriction-rb1");
						}
					}
					else
					{
						frictionConstraint2.m_appliedImpulse = 0f;
					}
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1] = frictionConstraint2;
				}
			}
			else
			{
				SolverConstraint frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
				frictionConstraint1.m_appliedImpulse = 0f;
				if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					SolverConstraint frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1];
					frictionConstraint2.m_appliedImpulse = 0f;
					m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex + 1] = frictionConstraint2;
				}
				m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex] = frictionConstraint1;

			}
		}
开发者ID:bsamuels453,项目名称:BulletXNA,代码行数:63,代码来源:SequentialImpulseConstraintSolver.cs

示例3: ResolveSingleBilateral

		///bilateral constraint between two dynamic objects
		///positive distance = separation, negative distance = penetration
		public static void ResolveSingleBilateral(RigidBody body1, ref IndexedVector3 pos1,
							  RigidBody body2, ref IndexedVector3 pos2,
							  float distance, ref IndexedVector3 normal, ref float impulse, float timeStep)
		{
			float normalLenSqr = normal.LengthSquared();
			Debug.Assert(Math.Abs(normalLenSqr) < 1.1f);
			if (normalLenSqr > 1.1f)
			{
				impulse = 0f;
				return;
			}
			IndexedVector3 rel_pos1 = pos1 - body1.GetCenterOfMassPosition();
			IndexedVector3 rel_pos2 = pos2 - body2.GetCenterOfMassPosition();
			//this jacobian entry could be re-used for all iterations

			IndexedVector3 vel1 = body1.GetVelocityInLocalPoint(ref rel_pos1);
			IndexedVector3 vel2 = body2.GetVelocityInLocalPoint(ref rel_pos2);
			IndexedVector3 vel = vel1 - vel2;

            IndexedBasisMatrix m1 = body1.GetCenterOfMassTransform()._basis.Transpose();
            IndexedBasisMatrix m2 = body2.GetCenterOfMassTransform()._basis.Transpose();


			JacobianEntry jac = new JacobianEntry(m1, m2, rel_pos1, rel_pos2, normal,
				body1.GetInvInertiaDiagLocal(), body1.GetInvMass(),
				body2.GetInvInertiaDiagLocal(), body2.GetInvMass());

			float jacDiagAB = jac.GetDiagonal();
			float jacDiagABInv = 1f / jacDiagAB;


			float rel_vel = jac.GetRelativeVelocity(
				body1.GetLinearVelocity(),
                body1.GetCenterOfMassTransform()._basis.Transpose() * body1.GetAngularVelocity(),
                body2.GetLinearVelocity(),
                body2.GetCenterOfMassTransform()._basis.Transpose() * body2.GetAngularVelocity());
            float a = jacDiagABInv;

			rel_vel = normal.Dot(ref vel);

			//todo: move this into proper structure
			float contactDamping = 0.2f;

			if (ONLY_USE_LINEAR_MASS)
			{
				float massTerm = 1f / (body1.GetInvMass() + body2.GetInvMass());
				impulse = -contactDamping * rel_vel * massTerm;
			}
			else
			{
				float velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;
				impulse = velocityImpulse;
			}
		}
开发者ID:JohnLouderback,项目名称:illuminati-engine-xna,代码行数:56,代码来源:ContactConstraint.cs


注:本文中的BulletXNA.BulletDynamics.RigidBody.GetInvMass方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。