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C# IndexedMatrix.getOrigin方法代码示例

本文整理汇总了C#中BulletXNA.LinearMath.IndexedMatrix.getOrigin方法的典型用法代码示例。如果您正苦于以下问题:C# IndexedMatrix.getOrigin方法的具体用法?C# IndexedMatrix.getOrigin怎么用?C# IndexedMatrix.getOrigin使用的例子?那么, 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.LinearMath.IndexedMatrix的用法示例。


在下文中一共展示了IndexedMatrix.getOrigin方法的1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: ClipFaceAgainstHull

        public static void ClipFaceAgainstHull(ref IndexedVector3 separatingNormal, ConvexPolyhedron hullA, ref IndexedMatrix transA, ObjectArray<IndexedVector3> worldVertsB1, float minDist, float maxDist, IDiscreteCollisionDetectorInterfaceResult resultOut)
        {
            ObjectArray<IndexedVector3> worldVertsB2 = new ObjectArray<IndexedVector3>();
            ObjectArray<IndexedVector3> pVtxIn = worldVertsB1;
            ObjectArray<IndexedVector3> pVtxOut = worldVertsB2;
            pVtxOut.Capacity = pVtxIn.Count;

            int closestFaceA = -1;
            {
                float dmin = float.MaxValue;
                for (int face = 0; face < hullA.m_faces.Count; face++)
                {
                    IndexedVector3 Normal = new IndexedVector3(hullA.m_faces[face].m_plane[0], hullA.m_faces[face].m_plane[1], hullA.m_faces[face].m_plane[2]);
                    IndexedVector3 faceANormalWS = transA._basis * Normal;

                    float d = IndexedVector3.Dot(faceANormalWS, separatingNormal);
                    if (d < dmin)
                    {
                        dmin = d;
                        closestFaceA = face;
                    }
                }
            }
            if (closestFaceA < 0)
                return;

            Face polyA = hullA.m_faces[closestFaceA];

            // clip polygon to back of planes of all faces of hull A that are adjacent to witness face
            int numContacts = pVtxIn.Count;
            int numVerticesA = polyA.m_indices.Count;
            for (int e0 = 0; e0 < numVerticesA; e0++)
            {
		        IndexedVector3 a = hullA.m_vertices[polyA.m_indices[e0]];
                IndexedVector3 b = hullA.m_vertices[polyA.m_indices[(e0 + 1) % numVerticesA]];
                IndexedVector3 edge0 = a - b;
                IndexedVector3 WorldEdge0 = transA._basis * edge0;
                IndexedVector3 worldPlaneAnormal1 = transA._basis * new IndexedVector3(polyA.m_plane[0], polyA.m_plane[1], polyA.m_plane[2]);

                IndexedVector3 planeNormalWS1 = -WorldEdge0.Cross(worldPlaneAnormal1);//.cross(WorldEdge0);
                IndexedVector3 worldA1 = transA * a;
		        float planeEqWS1 = -worldA1.Dot(planeNormalWS1);
		
//int otherFace=0;
#if BLA1
		int otherFace = polyA.m_connectedFaces[e0];
		btVector3 localPlaneNormal (hullA.m_faces[otherFace].m_plane[0],hullA.m_faces[otherFace].m_plane[1],hullA.m_faces[otherFace].m_plane[2]);
		btScalar localPlaneEq = hullA.m_faces[otherFace].m_plane[3];

		btVector3 planeNormalWS = transA.getBasis()*localPlaneNormal;
		btScalar planeEqWS=localPlaneEq-planeNormalWS.dot(transA.getOrigin());
#else 
                IndexedVector3 planeNormalWS = planeNormalWS1;
		float planeEqWS=planeEqWS1;
		
#endif                //clip face

                ClipFace(pVtxIn, pVtxOut, ref planeNormalWS, planeEqWS);

                //btSwap(pVtxIn,pVtxOut);
                ObjectArray<IndexedVector3> temp = pVtxIn;
                pVtxIn = pVtxOut;
                pVtxOut = temp;

                pVtxOut.Clear();
            }



            //#define ONLY_REPORT_DEEPEST_POINT

            IndexedVector3 point;


            // only keep points that are behind the witness face
            {
                IndexedVector3 localPlaneNormal = new IndexedVector3(polyA.m_plane[0], polyA.m_plane[1], polyA.m_plane[2]);
                float localPlaneEq = polyA.m_plane[3];
                IndexedVector3 planeNormalWS = transA._basis * localPlaneNormal;
                float planeEqWS = localPlaneEq - IndexedVector3.Dot(planeNormalWS, transA._origin);
                for (int i = 0; i < pVtxIn.Count; i++)
                {

                    float depth = IndexedVector3.Dot(planeNormalWS, pVtxIn[i]) + planeEqWS;
                    if (depth <= minDist)
                    {
                        //				printf("clamped: depth=%f to minDist=%f\n",depth,minDist);
                        depth = minDist;
                    }

                    if (depth <= maxDist && depth >= minDist)
                    {
                        IndexedVector3 point2 = pVtxIn[i];
#if ONLY_REPORT_DEEPEST_POINT
				curMaxDist = depth;
#else
#if false
				if (depth<-3)
				{
					printf("error in btPolyhedralContactClipping depth = %f\n", depth);
//.........这里部分代码省略.........
开发者ID:ousttrue,项目名称:bullet-xna,代码行数:101,代码来源:PolyhedralContactClipping.cs


注:本文中的BulletXNA.LinearMath.IndexedMatrix.getOrigin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。