Example #1
0
        public override void SupportMapping(ref TSVector direction, out TSVector result)
        {
            FP   fP   = FP.Sqrt(direction.x * direction.x + direction.z * direction.z);
            bool flag = FP.Abs(direction.y) > FP.Zero;

            if (flag)
            {
                TSVector tSVector;
                TSVector.Normalize(ref direction, out tSVector);
                TSVector.Multiply(ref tSVector, this.radius, out result);
                result.y += FP.Sign(direction.y) * FP.Half * this.length;
            }
            else
            {
                bool flag2 = fP > FP.Zero;
                if (flag2)
                {
                    result.x = direction.x / fP * this.radius;
                    result.y = FP.Zero;
                    result.z = direction.z / fP * this.radius;
                }
                else
                {
                    result.x = FP.Zero;
                    result.y = FP.Zero;
                    result.z = FP.Zero;
                }
            }
        }
Example #2
0
        public override void SupportMapping(ref TSVector direction, out TSVector result)
        {
            FP   fP   = FP.Sqrt(direction.x * direction.x + direction.z * direction.z);
            bool flag = fP > FP.Zero;

            if (flag)
            {
                result.x = direction.x / fP * this.radius;
                result.y = FP.Sign(direction.y) * this.height * FP.Half;
                result.z = direction.z / fP * this.radius;
            }
            else
            {
                result.x = FP.Zero;
                result.y = FP.Sign(direction.y) * this.height * FP.Half;
                result.z = FP.Zero;
            }
        }
Example #3
0
 /// <summary>
 /// Returns a number indicating the sign of a Fix64 number.
 /// Returns 1 if the value is positive, 0 if is 0, and -1 if it is negative.
 /// </summary>
 public static int Sign(FP value)
 {
     return(FP.Sign(value));
 }
Example #4
0
 public override void SupportMapping(ref TSVector direction, out TSVector result)
 {
     result.x = FP.Sign(direction.x) * this.halfSize.x;
     result.y = FP.Sign(direction.y) * this.halfSize.y;
     result.z = FP.Sign(direction.z) * this.halfSize.z;
 }