/// <summary>
		/// Changes the relative velocity between the character and its support.
		/// </summary>
		/// <param name="supportData">Support data to use to jump.</param>
		/// <param name="velocityChange">Change to apply to the character and support relative velocity.</param>
		/// <param name="delta">multiplier of velocity change</param>
		/// <param name="relativeVelocity">Relative velocity to update.</param>
		void ApplyJumpVelocity( ref SupportData supportData, ref Vector3 velocityChange, float delta, ref Vector3 relativeVelocity )
		{
			Vector3 del_velocityChange; velocityChange.Mult( delta, out del_velocityChange );
			Vector3 tmp;
			Body.LinearVelocity.Add( ref del_velocityChange, out tmp );
            Body.LinearVelocity = tmp;
			var entityCollidable = supportData.SupportObject as EntityCollidable;
			if( entityCollidable != null )
			{
				if( entityCollidable.Entity.IsDynamic )
				{
					Vector3 change; velocityChange.Mult( delta * jumpForceFactor, out change );
					//Multiple characters cannot attempt to modify another entity's velocity at the same time.
					entityCollidable.Entity.Locker.Enter();
					try
					{
						change.Mult( -Body.Mass, out tmp );
						entityCollidable.Entity.LinearMomentum.Add( ref tmp, out tmp );
						entityCollidable.Entity.LinearMomentum = tmp;
					}
					finally
					{
						entityCollidable.Entity.Locker.Exit();
					}
					change.Add( ref del_velocityChange, out del_velocityChange );
				}
			}

			//Update the relative velocity as well.  It's a ref parameter, so this update will be reflected in the calling scope.
			Vector3.Add( ref relativeVelocity, ref del_velocityChange, out relativeVelocity );

		}
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        /// <summary>
        /// Computes the volume distribution and center of the shape.
        /// </summary>
        /// <param name="entries">Mass-weighted entries of the compound.</param>
        /// <param name="volume">Summed volume of the constituent shapes. Intersecting volumes get double counted.</param>
        /// <param name="volumeDistribution">Volume distribution of the shape.</param>
        /// <param name="center">Center of the compound.</param>
        public static void ComputeVolumeDistribution(IList<CompoundShapeEntry> entries, out float volume, out Matrix3x3 volumeDistribution, out Vector3 center)
        {
            center = new Vector3();
            float totalWeight = 0;
            volume = 0;
            for (int i = 0; i < entries.Count; i++)
            {
				RigidTransform r = entries[i].LocalTransform;
                center.AddScaled( ref r.Position, entries[i].Weight, out center );
                volume += entries[i].Shape.Volume;
                totalWeight += entries[i].Weight;
            }
            if (totalWeight <= 0)
                throw new NotFiniteNumberException("Cannot compute distribution; the total weight of a compound shape must be positive.");
            float totalWeightInverse = 1 / totalWeight;
            totalWeightInverse.Validate();
            center.Mult( totalWeightInverse, out center );

            volumeDistribution = new Matrix3x3();
            for (int i = 0; i < entries.Count; i++)
            {
                RigidTransform transform = entries[i].LocalTransform;
                Matrix3x3 contribution;
                TransformContribution(ref transform, ref center, ref entries[i].Shape.volumeDistribution, entries[i].Weight, out contribution);
                Matrix3x3.Add(ref volumeDistribution, ref contribution, out volumeDistribution);
            }
            Matrix3x3.Multiply(ref volumeDistribution, totalWeightInverse, out volumeDistribution);
            volumeDistribution.Validate();
        }
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		/// <summary>
		/// Changes the relative velocity between the character and its support.
		/// </summary>
		/// <param name="supportData">Support data to use to jump.</param>
		/// <param name="velocityChange">Change to apply to the character and support relative velocity.</param>
		/// 
		/// <param name="relativeVelocity">Relative velocity to update.</param>
		void ApplyJumpVelocity( ref SupportData supportData, ref Vector3 velocityChange, float delta, ref Vector3 relativeVelocity )
		{
			Vector3 tmp;
			velocityChange.Mult( delta, out tmp );
			ApplyJumpVelocity( ref supportData, ref tmp, ref relativeVelocity );
		}
Esempio n. 4
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        ///<summary>
        /// Constructs a triangle shape.
        /// The vertices will be recentered.
        ///</summary>
        ///<param name="vA">First vertex in the triangle.</param>
        ///<param name="vB">Second vertex in the triangle.</param>
        ///<param name="vC">Third vertex in the triangle.</param>
        ///<param name="center">Computed center of the triangle.</param>
        public TriangleShape(Vector3 vA, Vector3 vB, Vector3 vC, out Vector3 center)
        {
			//Recenter.  Convexes should contain the origin.
			vA.Add2( ref vB, ref vC, out center );
			center.Mult( 1 / 3, out center );
            //center = (vA + vB + vC) / 3;
            vA.Sub( ref center, out this.vA );
            vB.Sub( ref center, out this.vB );
            vC.Sub( ref center, out this.vC );
            UpdateConvexShapeInfo(ComputeDescription(vA, vB, vC, collisionMargin));
        }