Beispiel #1
0
        /// <summary>
        /// Calculates the inertia of the shape relative to the center of mass.
        /// </summary>
        /// <param name="shape"></param>
        /// <param name="centerOfMass"></param>
        /// <param name="inertia">Returns the inertia relative to the center of mass, not to the origin</param>
        /// <returns></returns>
        #region  public static FP CalculateMassInertia(Shape shape, out JVector centerOfMass, out JMatrix inertia)
        public static FP CalculateMassInertia(Shape shape, out TSVector centerOfMass,
                                              out TSMatrix inertia)
        {
            FP mass = FP.Zero;

            centerOfMass = TSVector.zero; inertia = TSMatrix.Zero;

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

            // build a triangle hull around the shape
            List <TSVector> hullTriangles = new List <TSVector>();

            shape.MakeHull(ref hullTriangles, 3);

            // create inertia of tetrahedron with vertices at
            // (0,0,0) (1,0,0) (0,1,0) (0,0,1)
            FP       a = FP.One / (60 * FP.One), b = FP.One / (120 * FP.One);
            TSMatrix C = new TSMatrix(a, b, b, b, a, b, b, b, a);

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

                TSMatrix A = new TSMatrix(column0.x, column1.x, column2.x,
                                          column0.y, column1.y, column2.y,
                                          column0.z, column1.z, column2.z);

                FP detA = A.Determinant();

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

                TSVector tetrahedronCOM  = (FP.One / (4 * FP.One)) * (hullTriangles[i + 0] + hullTriangles[i + 1] + hullTriangles[i + 2]);
                FP       tetrahedronMass = (FP.One / (6 * FP.One)) * detA;

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

            inertia      = TSMatrix.Multiply(TSMatrix.Identity, inertia.Trace()) - inertia;
            centerOfMass = centerOfMass * (FP.One / mass);

            FP x = centerOfMass.x;
            FP y = centerOfMass.y;
            FP z = centerOfMass.z;

            // now translate the inertia by the center of mass
            TSMatrix t = new TSMatrix(
                -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));

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

            return(mass);
        }