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C# JMatrix.Determinant方法代码示例

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


在下文中一共展示了JMatrix.Determinant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: Invert

        public static void Invert(ref JMatrix matrix, out JMatrix result)
        {
            double determinantInverse = 1 / matrix.Determinant();
            double m11 = (matrix.M22 * matrix.M33 - matrix.M23 * matrix.M32) * determinantInverse;
            double m12 = (matrix.M13 * matrix.M32 - matrix.M33 * matrix.M12) * determinantInverse;
            double m13 = (matrix.M12 * matrix.M23 - matrix.M22 * matrix.M13) * determinantInverse;

            double m21 = (matrix.M23 * matrix.M31 - matrix.M21 * matrix.M33) * determinantInverse;
            double m22 = (matrix.M11 * matrix.M33 - matrix.M13 * matrix.M31) * determinantInverse;
            double m23 = (matrix.M13 * matrix.M21 - matrix.M11 * matrix.M23) * determinantInverse;

            double m31 = (matrix.M21 * matrix.M32 - matrix.M22 * matrix.M31) * determinantInverse;
            double m32 = (matrix.M12 * matrix.M31 - matrix.M11 * matrix.M32) * determinantInverse;
            double m33 = (matrix.M11 * matrix.M22 - matrix.M12 * matrix.M21) * determinantInverse;

            result.M11 = m11;
            result.M12 = m12;
            result.M13 = m13;

            result.M21 = m21;
            result.M22 = m22;
            result.M23 = m23;

            result.M31 = m31;
            result.M32 = m32;
            result.M33 = m33;
        }
开发者ID:MagistrAVSH,项目名称:my-spacegame-engine,代码行数:27,代码来源:JMatrix.cs

示例2: CalculateMassInertia

        public static double CalculateMassInertia(Shape shape, out JVector centerOfMass,
            out JMatrix inertia)
        {
            double mass = 0.0f;
            centerOfMass = JVector.Zero; inertia = JMatrix.Zero;

            if (shape is Multishape) throw new ArgumentException("Can't calculate inertia of multishapes.", "shape");

            // build a triangle hull around the shape
            List<JVector> hullTriangles = new List<JVector>();
            shape.MakeHull(ref hullTriangles, 3);

            // create inertia of tetrahedron with vertices at
            // (0,0,0) (1,0,0) (0,1,0) (0,0,1)
            double a = 1.0f / 60.0f, b = 1.0f / 120.0f;
            JMatrix C = new JMatrix(a, b, b, b, a, b, b, b, a);

            for (int i = 0; i < hullTriangles.Count; i += 3)
            {
                JVector column0 = hullTriangles[i + 0];
                JVector column1 = hullTriangles[i + 1];
                JVector column2 = hullTriangles[i + 2];

                JMatrix A = new JMatrix(column0.X, column1.X, column2.X,
                    column0.Y, column1.Y, column2.Y,
                    column0.Z, column1.Z, column2.Z);

                double detA = A.Determinant();

                // now transform this canonical tetrahedron to the target tetrahedron
                // inertia by a linear transformation A
                JMatrix tetrahedronInertia = JMatrix.Multiply(A * C * JMatrix.Transpose(A), detA);

                JVector tetrahedronCOM = (1.0f / 4.0f) * (hullTriangles[i + 0] + hullTriangles[i + 1] + hullTriangles[i + 2]);
                double tetrahedronMass = (1.0f / 6.0f) * detA;

                inertia += tetrahedronInertia;
                centerOfMass += tetrahedronMass * tetrahedronCOM;
                mass += tetrahedronMass;
            }

            inertia = JMatrix.Multiply(JMatrix.Identity, inertia.Trace()) - inertia;
            centerOfMass = centerOfMass * (1.0f / mass);

            double x = centerOfMass.X;
            double y = centerOfMass.Y;
            double z = centerOfMass.Z;

            // now translate the inertia by the center of mass
            JMatrix t = new JMatrix(
                -mass * (y * y + z * z), mass * x * y, mass * x * z,
                mass * y * x, -mass * (z * z + x * x), mass * y * z,
                mass * z * x, mass * z * y, -mass * (x * x + y * y));

            JMatrix.Add(ref inertia, ref t, out inertia);

            return mass;
        }
开发者ID:MagistrAVSH,项目名称:my-spacegame-engine,代码行数:58,代码来源:Shape.cs


注:本文中的Jitter.LinearMath.JMatrix.Determinant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。