Esempio n. 1
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 public void SupportCenter(out TSVector center)
 {
     center = this.owner.points[this.indices.I0].position;
     TSVector.Add(ref center, ref this.owner.points[this.indices.I1].position, out center);
     TSVector.Add(ref center, ref this.owner.points[this.indices.I2].position, out center);
     TSVector.Multiply(ref center, FP.One / (3 * FP.One), out center);
 }
Esempio n. 2
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        /// <summary>
        /// Adds two vectors.
        /// </summary>
        /// <param name="value1">The first vector.</param>
        /// <param name="value2">The second vector.</param>
        /// <returns>The sum of both vectors.</returns>
        #region public static void Add(JVector value1, JVector value2)
        public static TSVector Add(TSVector value1, TSVector value2)
        {
            TSVector result;

            TSVector.Add(ref value1, ref value2, out result);
            return(result);
        }
Esempio n. 3
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        public override void PrepareForIteration(FP timestep)
        {
            TSVector.Transform(ref this.localAnchor1, ref this.body1.orientation, out this.r1);
            TSVector.Transform(ref this.localAnchor2, ref this.body2.orientation, out this.r2);
            TSVector value;

            TSVector.Add(ref this.body1.position, ref this.r1, out value);
            TSVector value2;

            TSVector.Add(ref this.body2.position, ref this.r2, out value2);
            TSVector tSVector;

            TSVector.Subtract(ref value2, ref value, out tSVector);
            FP   x    = tSVector.magnitude - this.distance;
            bool flag = this.behavior == PointPointDistance.DistanceBehavior.LimitMaximumDistance && x <= FP.Zero;

            if (flag)
            {
                this.skipConstraint = true;
            }
            else
            {
                bool flag2 = this.behavior == PointPointDistance.DistanceBehavior.LimitMinimumDistance && x >= FP.Zero;
                if (flag2)
                {
                    this.skipConstraint = true;
                }
                else
                {
                    this.skipConstraint = false;
                    TSVector value3 = value2 - value;
                    bool     flag3  = value3.sqrMagnitude != FP.Zero;
                    if (flag3)
                    {
                        value3.Normalize();
                    }
                    this.jacobian[0]    = -FP.One * value3;
                    this.jacobian[1]    = -FP.One * (this.r1 % value3);
                    this.jacobian[2]    = FP.One * value3;
                    this.jacobian[3]    = this.r2 % value3;
                    this.effectiveMass  = this.body1.inverseMass + this.body2.inverseMass + TSVector.Transform(this.jacobian[1], this.body1.invInertiaWorld) * this.jacobian[1] + TSVector.Transform(this.jacobian[3], this.body2.invInertiaWorld) * this.jacobian[3];
                    this.softnessOverDt = this.softness / timestep;
                    this.effectiveMass += this.softnessOverDt;
                    this.effectiveMass  = FP.One / this.effectiveMass;
                    this.bias           = x * this.biasFactor * (FP.One / timestep);
                    bool flag4 = !this.body1.isStatic;
                    if (flag4)
                    {
                        this.body1.linearVelocity  += this.body1.inverseMass * this.accumulatedImpulse * this.jacobian[0];
                        this.body1.angularVelocity += TSVector.Transform(this.accumulatedImpulse * this.jacobian[1], this.body1.invInertiaWorld);
                    }
                    bool flag5 = !this.body2.isStatic;
                    if (flag5)
                    {
                        this.body2.linearVelocity  += this.body2.inverseMass * this.accumulatedImpulse * this.jacobian[2];
                        this.body2.angularVelocity += TSVector.Transform(this.accumulatedImpulse * this.jacobian[3], this.body2.invInertiaWorld);
                    }
                }
            }
        }
Esempio n. 4
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        public virtual void Update()
        {
            bool flag = this.isParticle;

            if (flag)
            {
                this.inertia        = TSMatrix.Zero;
                this.invInertia     = (this.invInertiaWorld = TSMatrix.Zero);
                this.invOrientation = (this.orientation = TSMatrix.Identity);
                this.boundingBox    = this.shape.boundingBox;
                TSVector.Add(ref this.boundingBox.min, ref this.position, out this.boundingBox.min);
                TSVector.Add(ref this.boundingBox.max, ref this.position, out this.boundingBox.max);
                this.angularVelocity.MakeZero();
            }
            else
            {
                TSMatrix.Transpose(ref this.orientation, out this.invOrientation);
                this.Shape.GetBoundingBox(ref this.orientation, out this.boundingBox);
                TSVector.Add(ref this.boundingBox.min, ref this.position, out this.boundingBox.min);
                TSVector.Add(ref this.boundingBox.max, ref this.position, out this.boundingBox.max);
                bool flag2 = !this.isStatic;
                if (flag2)
                {
                    TSMatrix.Multiply(ref this.invOrientation, ref this.invInertia, out this.invInertiaWorld);
                    TSMatrix.Multiply(ref this.invInertiaWorld, ref this.orientation, out this.invInertiaWorld);
                }
            }
        }
Esempio n. 5
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        public override void SupportMapping(ref TSVector direction, out TSVector result)
        {
            TSVector tSVector;

            TSVector.Normalize(ref direction, out tSVector);
            TSVector.Multiply(ref tSVector, this.sphericalExpansion, out tSVector);
            int  num  = 0;
            FP   y    = TSVector.Dot(ref this.points[0], ref direction);
            FP   fP   = TSVector.Dot(ref this.points[1], ref direction);
            bool flag = fP > y;

            if (flag)
            {
                y   = fP;
                num = 1;
            }
            fP = TSVector.Dot(ref this.points[2], ref direction);
            bool flag2 = fP > y;

            if (flag2)
            {
                num = 2;
            }
            TSVector.Add(ref this.points[num], ref tSVector, out result);
        }
Esempio n. 6
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 public void AddForce(TSVector force, TSVector pos)
 {
     TSVector.Add(ref this.force, ref force, out this.force);
     TSVector.Subtract(ref pos, ref this.position, out pos);
     TSVector.Cross(ref pos, ref force, out pos);
     TSVector.Add(ref pos, ref this.torque, out this.torque);
 }
Esempio n. 7
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 private void SupportMapping(RigidBody body, Shape workingShape, ref TSVector direction, out TSVector result)
 {
     TSVector.Transform(ref direction, ref body.invOrientation, out result);
     workingShape.SupportMapping(ref result, out result);
     TSVector.Transform(ref result, ref body.orientation, out result);
     TSVector.Add(ref result, ref body.position, out result);
 }
Esempio n. 8
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        private void IntegrateForces()
        {
            int i     = 0;
            int count = this.rigidBodies.Count;

            while (i < count)
            {
                RigidBody rigidBody = this.rigidBodies[i];
                bool      flag      = !rigidBody.isStatic && rigidBody.IsActive;
                if (flag)
                {
                    TSVector tSVector;
                    TSVector.Multiply(ref rigidBody.force, rigidBody.inverseMass * this.timestep, out tSVector);
                    TSVector.Add(ref tSVector, ref rigidBody.linearVelocity, out rigidBody.linearVelocity);
                    bool flag2 = !rigidBody.isParticle;
                    if (flag2)
                    {
                        TSVector.Multiply(ref rigidBody.torque, this.timestep, out tSVector);
                        TSVector.Transform(ref tSVector, ref rigidBody.invInertiaWorld, out tSVector);
                        TSVector.Add(ref tSVector, ref rigidBody.angularVelocity, out rigidBody.angularVelocity);
                    }
                    bool affectedByGravity = rigidBody.affectedByGravity;
                    if (affectedByGravity)
                    {
                        TSVector.Multiply(ref this.gravity, this.timestep, out tSVector);
                        TSVector.Add(ref rigidBody.linearVelocity, ref tSVector, out rigidBody.linearVelocity);
                    }
                }
                rigidBody.force.MakeZero();
                rigidBody.torque.MakeZero();
                i++;
            }
        }
Esempio n. 9
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 public override void SupportMapping(ref TSVector direction, out TSVector result)
 {
     TSVector.Transform(ref direction, ref this.shapes[this.currentShape].invOrientation, out result);
     this.shapes[this.currentShape].Shape.SupportMapping(ref direction, out result);
     TSVector.Transform(ref result, ref this.shapes[this.currentShape].orientation, out result);
     TSVector.Add(ref result, ref this.shapes[this.currentShape].position, out result);
 }
Esempio n. 10
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        public void UpdatePosition()
        {
            bool flag = this.body1IsMassPoint;

            if (flag)
            {
                TSVector.Add(ref this.realRelPos1, ref this.body1.position, out this.p1);
            }
            else
            {
                TSVector.Transform(ref this.realRelPos1, ref this.body1.orientation, out this.p1);
                TSVector.Add(ref this.p1, ref this.body1.position, out this.p1);
            }
            bool flag2 = this.body2IsMassPoint;

            if (flag2)
            {
                TSVector.Add(ref this.realRelPos2, ref this.body2.position, out this.p2);
            }
            else
            {
                TSVector.Transform(ref this.realRelPos2, ref this.body2.orientation, out this.p2);
                TSVector.Add(ref this.p2, ref this.body2.position, out this.p2);
            }
            TSVector tSVector;

            TSVector.Subtract(ref this.p1, ref this.p2, out tSVector);
            this.penetration = TSVector.Dot(ref tSVector, ref this.normal);
        }
Esempio n. 11
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        private void CreateAABox(ref TSBBox aabb, Octree.EChild child, out TSBBox result)
        {
            TSVector tSVector;

            TSVector.Subtract(ref aabb.max, ref aabb.min, out tSVector);
            TSVector.Multiply(ref tSVector, FP.Half, out tSVector);
            TSVector zero = TSVector.zero;

            switch (child)
            {
            case Octree.EChild.MMM:
                zero = new TSVector(0, 0, 0);
                break;

            case Octree.EChild.XP:
                zero = new TSVector(1, 0, 0);
                break;

            case Octree.EChild.YP:
                zero = new TSVector(0, 1, 0);
                break;

            case Octree.EChild.PPM:
                zero = new TSVector(1, 1, 0);
                break;

            case Octree.EChild.ZP:
                zero = new TSVector(0, 0, 1);
                break;

            case Octree.EChild.PMP:
                zero = new TSVector(1, 0, 1);
                break;

            case Octree.EChild.MPP:
                zero = new TSVector(0, 1, 1);
                break;

            case Octree.EChild.PPP:
                zero = new TSVector(1, 1, 1);
                break;

            default:
                Debug.WriteLine("Octree.CreateAABox  got impossible child");
                break;
            }
            result     = default(TSBBox);
            result.min = new TSVector(zero.x * tSVector.x, zero.y * tSVector.y, zero.z * tSVector.z);
            TSVector.Add(ref result.min, ref aabb.min, out result.min);
            TSVector.Add(ref result.min, ref tSVector, out result.max);
            FP       eN = FP.EN5;
            TSVector tSVector2;

            TSVector.Multiply(ref tSVector, eN, out tSVector2);
            TSVector.Subtract(ref result.min, ref tSVector2, out result.min);
            TSVector.Add(ref result.max, ref tSVector2, out result.max);
        }
Esempio n. 12
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        public override void SupportMapping(ref TSVector direction, out TSVector result)
        {
            TSVector zero = TSVector.zero;

            for (int i = 0; i < this.shapes.Count; i++)
            {
                TSVector tSVector;
                this.shapes[i].SupportMapping(ref direction, out tSVector);
                TSVector.Add(ref tSVector, ref zero, out zero);
            }
            TSVector.Subtract(ref zero, ref this.shifted, out result);
        }
Esempio n. 13
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        public override void PrepareForIteration(FP timestep)
        {
            TSVector.Transform(ref this.localAnchor1, ref this.body1.orientation, out this.r1);
            TSVector.Transform(ref this.localAnchor2, ref this.body2.orientation, out this.r2);
            TSVector tSVector;

            TSVector.Add(ref this.body1.position, ref this.r1, out tSVector);
            TSVector tSVector2;

            TSVector.Add(ref this.body2.position, ref this.r2, out tSVector2);
            TSVector tSVector3;

            TSVector.Subtract(ref tSVector2, ref tSVector, out tSVector3);
            TSVector tSVector4 = TSVector.Transform(this.lineNormal, this.body1.orientation);

            tSVector4.Normalize();
            TSVector tSVector5 = (tSVector - tSVector2) % tSVector4;
            bool     flag      = tSVector5.sqrMagnitude != FP.Zero;

            if (flag)
            {
                tSVector5.Normalize();
            }
            tSVector5          %= tSVector4;
            this.jacobian[0]    = tSVector5;
            this.jacobian[1]    = (this.r1 + tSVector2 - tSVector) % tSVector5;
            this.jacobian[2]    = -FP.One * tSVector5;
            this.jacobian[3]    = -FP.One * this.r2 % tSVector5;
            this.effectiveMass  = this.body1.inverseMass + this.body2.inverseMass + TSVector.Transform(this.jacobian[1], this.body1.invInertiaWorld) * this.jacobian[1] + TSVector.Transform(this.jacobian[3], this.body2.invInertiaWorld) * this.jacobian[3];
            this.softnessOverDt = this.softness / timestep;
            this.effectiveMass += this.softnessOverDt;
            bool flag2 = this.effectiveMass != 0;

            if (flag2)
            {
                this.effectiveMass = FP.One / this.effectiveMass;
            }
            this.bias = -(tSVector4 % (tSVector2 - tSVector)).magnitude * this.biasFactor * (FP.One / timestep);
            bool flag3 = !this.body1.isStatic;

            if (flag3)
            {
                this.body1.linearVelocity  += this.body1.inverseMass * this.accumulatedImpulse * this.jacobian[0];
                this.body1.angularVelocity += TSVector.Transform(this.accumulatedImpulse * this.jacobian[1], this.body1.invInertiaWorld);
            }
            bool flag4 = !this.body2.isStatic;

            if (flag4)
            {
                this.body2.linearVelocity  += this.body2.inverseMass * this.accumulatedImpulse * this.jacobian[2];
                this.body2.angularVelocity += TSVector.Transform(this.accumulatedImpulse * this.jacobian[3], this.body2.invInertiaWorld);
            }
        }
Esempio n. 14
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        public HingeJoint(World world, RigidBody body1, RigidBody body2, TSVector position, TSVector hingeAxis) : base(world)
        {
            this.worldPointConstraint = new PointOnPoint[2];
            hingeAxis *= FP.Half;
            TSVector anchor = position;

            TSVector.Add(ref anchor, ref hingeAxis, out anchor);
            TSVector anchor2 = position;

            TSVector.Subtract(ref anchor2, ref hingeAxis, out anchor2);
            this.worldPointConstraint[0] = new PointOnPoint(body1, body2, anchor);
            this.worldPointConstraint[1] = new PointOnPoint(body1, body2, anchor2);
        }
Esempio n. 15
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        public void ApplyImpulse(TSVector impulse)
        {
            bool flag = this.isStatic;

            if (flag)
            {
                throw new InvalidOperationException("Can't apply an impulse to a static body.");
            }
            TSVector tSVector;

            TSVector.Multiply(ref impulse, this.inverseMass, out tSVector);
            TSVector.Add(ref this.linearVelocity, ref tSVector, out this.linearVelocity);
        }
Esempio n. 16
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        private void IntegrateCallback(object obj)
        {
            RigidBody rigidBody = obj as RigidBody;
            TSVector  tSVector;

            TSVector.Multiply(ref rigidBody.linearVelocity, this.timestep, out tSVector);
            TSVector.Add(ref tSVector, ref rigidBody.position, out rigidBody.position);
            bool flag = !rigidBody.isParticle;

            if (flag)
            {
                FP       magnitude = rigidBody.angularVelocity.magnitude;
                bool     flag2     = magnitude < FP.EN3;
                TSVector tSVector2;
                if (flag2)
                {
                    TSVector.Multiply(ref rigidBody.angularVelocity, FP.Half * this.timestep - this.timestep * this.timestep * this.timestep * (2082 * FP.EN6) * magnitude * magnitude, out tSVector2);
                }
                else
                {
                    TSVector.Multiply(ref rigidBody.angularVelocity, FP.Sin(FP.Half * magnitude * this.timestep) / magnitude, out tSVector2);
                }
                TSQuaternion tSQuaternion = new TSQuaternion(tSVector2.x, tSVector2.y, tSVector2.z, FP.Cos(magnitude * this.timestep * FP.Half));
                TSQuaternion tSQuaternion2;
                TSQuaternion.CreateFromMatrix(ref rigidBody.orientation, out tSQuaternion2);
                TSQuaternion.Multiply(ref tSQuaternion, ref tSQuaternion2, out tSQuaternion);
                tSQuaternion.Normalize();
                TSMatrix.CreateFromQuaternion(ref tSQuaternion, out rigidBody.orientation);
            }
            bool flag3 = (rigidBody.Damping & RigidBody.DampingType.Linear) > RigidBody.DampingType.None;

            if (flag3)
            {
                TSVector.Multiply(ref rigidBody.linearVelocity, this.currentLinearDampFactor, out rigidBody.linearVelocity);
            }
            bool flag4 = (rigidBody.Damping & RigidBody.DampingType.Angular) > RigidBody.DampingType.None;

            if (flag4)
            {
                TSVector.Multiply(ref rigidBody.angularVelocity, this.currentAngularDampFactor, out rigidBody.angularVelocity);
            }
            rigidBody.Update();
            bool flag5 = this.CollisionSystem.EnableSpeculativeContacts || rigidBody.EnableSpeculativeContacts;

            if (flag5)
            {
                rigidBody.SweptExpandBoundingBox(this.timestep);
            }
        }
Esempio n. 17
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 public void DebugDraw(IDebugDrawer drawer)
 {
     for (int i = 0; i < this.hullPoints.Count; i += 3)
     {
         TSVector pos  = this.hullPoints[i];
         TSVector pos2 = this.hullPoints[i + 1];
         TSVector pos3 = this.hullPoints[i + 2];
         TSVector.Transform(ref pos, ref this.orientation, out pos);
         TSVector.Add(ref pos, ref this.position, out pos);
         TSVector.Transform(ref pos2, ref this.orientation, out pos2);
         TSVector.Add(ref pos2, ref this.position, out pos2);
         TSVector.Transform(ref pos3, ref this.orientation, out pos3);
         TSVector.Add(ref pos3, ref this.position, out pos3);
         drawer.DrawTriangle(pos, pos2, pos3);
     }
 }
Esempio n. 18
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        public void ApplyImpulse(TSVector impulse, TSVector relativePosition)
        {
            bool flag = this.isStatic;

            if (flag)
            {
                throw new InvalidOperationException("Can't apply an impulse to a static body.");
            }
            TSVector tSVector;

            TSVector.Multiply(ref impulse, this.inverseMass, out tSVector);
            TSVector.Add(ref this.linearVelocity, ref tSVector, out this.linearVelocity);
            TSVector.Cross(ref relativePosition, ref impulse, out tSVector);
            TSVector.Transform(ref tSVector, ref this.invInertiaWorld, out tSVector);
            TSVector.Add(ref this.angularVelocity, ref tSVector, out this.angularVelocity);
        }
Esempio n. 19
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            public override void Iterate()
            {
                bool flag = this.skipConstraint;

                if (!flag)
                {
                    FP x = TSVector.Dot(ref this.body1.linearVelocity, ref this.jacobian[0]);
                    x += TSVector.Dot(ref this.body2.linearVelocity, ref this.jacobian[1]);
                    FP   y     = this.accumulatedImpulse * this.softnessOverDt;
                    FP   fP    = -this.effectiveMass * (x + this.bias + y);
                    bool flag2 = this.behavior == SoftBody.Spring.DistanceBehavior.LimitMinimumDistance;
                    if (flag2)
                    {
                        FP y2 = this.accumulatedImpulse;
                        this.accumulatedImpulse = TSMath.Max(this.accumulatedImpulse + fP, 0);
                        fP = this.accumulatedImpulse - y2;
                    }
                    else
                    {
                        bool flag3 = this.behavior == SoftBody.Spring.DistanceBehavior.LimitMaximumDistance;
                        if (flag3)
                        {
                            FP y3 = this.accumulatedImpulse;
                            this.accumulatedImpulse = TSMath.Min(this.accumulatedImpulse + fP, 0);
                            fP = this.accumulatedImpulse - y3;
                        }
                        else
                        {
                            this.accumulatedImpulse += fP;
                        }
                    }
                    bool flag4 = !this.body1.isStatic;
                    if (flag4)
                    {
                        TSVector tSVector;
                        TSVector.Multiply(ref this.jacobian[0], fP * this.body1.inverseMass, out tSVector);
                        TSVector.Add(ref tSVector, ref this.body1.linearVelocity, out this.body1.linearVelocity);
                    }
                    bool flag5 = !this.body2.isStatic;
                    if (flag5)
                    {
                        TSVector tSVector;
                        TSVector.Multiply(ref this.jacobian[1], fP * this.body2.inverseMass, out tSVector);
                        TSVector.Add(ref tSVector, ref this.body2.linearVelocity, out this.body2.linearVelocity);
                    }
                }
            }
Esempio n. 20
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        public override void MakeHull(ref List <TSVector> triangleList, int generationThreshold)
        {
            List <TSVector> list = new List <TSVector>();

            for (int i = 0; i < this.shapes.Length; i++)
            {
                this.shapes[i].Shape.MakeHull(ref list, 4);
                for (int j = 0; j < list.Count; j++)
                {
                    TSVector item = list[j];
                    TSVector.Transform(ref item, ref this.shapes[i].orientation, out item);
                    TSVector.Add(ref item, ref this.shapes[i].position, out item);
                    triangleList.Add(item);
                }
                list.Clear();
            }
        }
Esempio n. 21
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        public override void PrepareForIteration(FP timestep)
        {
            TSVector.Transform(ref this.localAnchor1, ref this.body1.orientation, out this.r1);
            TSVector.Transform(ref this.localAnchor2, ref this.body2.orientation, out this.r2);
            TSVector value;

            TSVector.Add(ref this.body1.position, ref this.r1, out value);
            TSVector value2;

            TSVector.Add(ref this.body2.position, ref this.r2, out value2);
            TSVector tSVector;

            TSVector.Subtract(ref value2, ref value, out tSVector);
            FP       magnitude = tSVector.magnitude;
            TSVector value3    = value2 - value;
            bool     flag      = value3.sqrMagnitude != FP.Zero;

            if (flag)
            {
                value3.Normalize();
            }
            this.jacobian[0]    = -FP.One * value3;
            this.jacobian[1]    = -FP.One * (this.r1 % value3);
            this.jacobian[2]    = FP.One * value3;
            this.jacobian[3]    = this.r2 % value3;
            this.effectiveMass  = this.body1.inverseMass + this.body2.inverseMass + TSVector.Transform(this.jacobian[1], this.body1.invInertiaWorld) * this.jacobian[1] + TSVector.Transform(this.jacobian[3], this.body2.invInertiaWorld) * this.jacobian[3];
            this.softnessOverDt = this.softness / timestep;
            this.effectiveMass += this.softnessOverDt;
            this.effectiveMass  = FP.One / this.effectiveMass;
            this.bias           = magnitude * this.biasFactor * (FP.One / timestep);
            bool flag2 = !this.body1.isStatic;

            if (flag2)
            {
                this.body1.linearVelocity  += this.body1.inverseMass * this.accumulatedImpulse * this.jacobian[0];
                this.body1.angularVelocity += TSVector.Transform(this.accumulatedImpulse * this.jacobian[1], this.body1.invInertiaWorld);
            }
            bool flag3 = !this.body2.isStatic;

            if (flag3)
            {
                this.body2.linearVelocity  += this.body2.inverseMass * this.accumulatedImpulse * this.jacobian[2];
                this.body2.angularVelocity += TSVector.Transform(this.accumulatedImpulse * this.jacobian[3], this.body2.invInertiaWorld);
            }
        }
Esempio n. 22
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        private void FindSupportPoints(RigidBody body1, RigidBody body2, Shape shape1, Shape shape2, ref TSVector point, ref TSVector normal, out TSVector point1, out TSVector point2)
        {
            TSVector tSVector;

            TSVector.Negate(ref normal, out tSVector);
            TSVector tSVector2;

            this.SupportMapping(body1, shape1, ref tSVector, out tSVector2);
            TSVector tSVector3;

            this.SupportMapping(body2, shape2, ref normal, out tSVector3);
            TSVector.Subtract(ref tSVector2, ref point, out tSVector2);
            TSVector.Subtract(ref tSVector3, ref point, out tSVector3);
            FP scaleFactor  = TSVector.Dot(ref tSVector2, ref normal);
            FP scaleFactor2 = TSVector.Dot(ref tSVector3, ref normal);

            TSVector.Multiply(ref normal, scaleFactor, out tSVector2);
            TSVector.Multiply(ref normal, scaleFactor2, out tSVector3);
            TSVector.Add(ref point, ref tSVector2, out point1);
            TSVector.Add(ref point, ref tSVector3, out point2);
        }
Esempio n. 23
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        public override void SetCurrentShape(int index)
        {
            this.vecs[0] = this.octree.GetVertex(this.octree.tris[this.potentialTriangles[index]].I0);
            this.vecs[1] = this.octree.GetVertex(this.octree.tris[this.potentialTriangles[index]].I1);
            this.vecs[2] = this.octree.GetVertex(this.octree.tris[this.potentialTriangles[index]].I2);
            TSVector geomCen = this.vecs[0];

            TSVector.Add(ref geomCen, ref this.vecs[1], out geomCen);
            TSVector.Add(ref geomCen, ref this.vecs[2], out geomCen);
            TSVector.Multiply(ref geomCen, FP.One / (3 * FP.One), out geomCen);
            this.geomCen = geomCen;
            TSVector.Subtract(ref this.vecs[1], ref this.vecs[0], out geomCen);
            TSVector.Subtract(ref this.vecs[2], ref this.vecs[0], out this.normal);
            TSVector.Cross(ref geomCen, ref this.normal, out this.normal);
            bool flag = this.flipNormal;

            if (flag)
            {
                this.normal.Negate();
            }
        }
Esempio n. 24
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        internal void InverseTransform(ref TSVector position, ref TSMatrix orientation)
        {
            TSVector.Subtract(ref this.max, ref position, out this.max);
            TSVector.Subtract(ref this.min, ref position, out this.min);
            TSVector tSVector;

            TSVector.Add(ref this.max, ref this.min, out tSVector);
            tSVector.x *= FP.Half;
            tSVector.y *= FP.Half;
            tSVector.z *= FP.Half;
            TSVector tSVector2;

            TSVector.Subtract(ref this.max, ref this.min, out tSVector2);
            tSVector2.x *= FP.Half;
            tSVector2.y *= FP.Half;
            tSVector2.z *= FP.Half;
            TSVector.TransposedTransform(ref tSVector, ref orientation, out tSVector);
            TSMatrix tSMatrix;

            TSMath.Absolute(ref orientation, out tSMatrix);
            TSVector.TransposedTransform(ref tSVector2, ref tSMatrix, out tSVector2);
            TSVector.Add(ref tSVector, ref tSVector2, out this.max);
            TSVector.Subtract(ref tSVector, ref tSVector2, out this.min);
        }
Esempio n. 25
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        public override void SetCurrentShape(int index)
        {
            bool flag  = false;
            bool flag2 = index >= this.numX * this.numZ;

            if (flag2)
            {
                flag   = true;
                index -= this.numX * this.numZ;
            }
            int  num   = index % this.numX;
            int  num2  = index / this.numX;
            bool flag3 = flag;

            if (flag3)
            {
                this.points[0].Set((this.minX + num) * this.scaleX, this.heights[this.minX + num, this.minZ + num2], (this.minZ + num2) * this.scaleZ);
                this.points[1].Set((this.minX + num + 1) * this.scaleX, this.heights[this.minX + num + 1, this.minZ + num2], (this.minZ + num2) * this.scaleZ);
                this.points[2].Set((this.minX + num) * this.scaleX, this.heights[this.minX + num, this.minZ + num2 + 1], (this.minZ + num2 + 1) * this.scaleZ);
            }
            else
            {
                this.points[0].Set((this.minX + num + 1) * this.scaleX, this.heights[this.minX + num + 1, this.minZ + num2], (this.minZ + num2) * this.scaleZ);
                this.points[1].Set((this.minX + num + 1) * this.scaleX, this.heights[this.minX + num + 1, this.minZ + num2 + 1], (this.minZ + num2 + 1) * this.scaleZ);
                this.points[2].Set((this.minX + num) * this.scaleX, this.heights[this.minX + num, this.minZ + num2 + 1], (this.minZ + num2 + 1) * this.scaleZ);
            }
            TSVector geomCen = this.points[0];

            TSVector.Add(ref geomCen, ref this.points[1], out geomCen);
            TSVector.Add(ref geomCen, ref this.points[2], out geomCen);
            TSVector.Multiply(ref geomCen, FP.One / (3 * FP.One), out geomCen);
            this.geomCen = geomCen;
            TSVector.Subtract(ref this.points[1], ref this.points[0], out geomCen);
            TSVector.Subtract(ref this.points[2], ref this.points[0], out this.normal);
            TSVector.Cross(ref geomCen, ref this.normal, out this.normal);
        }
Esempio n. 26
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        public static bool Pointcast(ISupportMappable support, ref TSMatrix orientation, ref TSVector position, ref TSVector point)
        {
            TSVector tSVector;

            GJKCollide.SupportMapTransformed(support, ref orientation, ref position, ref point, out tSVector);
            TSVector.Subtract(ref point, ref tSVector, out tSVector);
            TSVector tSVector2;

            support.SupportCenter(out tSVector2);
            TSVector.Transform(ref tSVector2, ref orientation, out tSVector2);
            TSVector.Add(ref position, ref tSVector2, out tSVector2);
            TSVector.Subtract(ref point, ref tSVector2, out tSVector2);
            TSVector p = point;
            TSVector tSVector3;

            TSVector.Subtract(ref p, ref tSVector, out tSVector3);
            FP  x   = tSVector3.sqrMagnitude;
            FP  eN  = FP.EN4;
            int num = 15;
            VoronoiSimplexSolver @new = GJKCollide.simplexSolverPool.GetNew();

            @new.Reset();
            bool result;

            while (x > eN && num-- != 0)
            {
                TSVector q;
                GJKCollide.SupportMapTransformed(support, ref orientation, ref position, ref tSVector3, out q);
                TSVector w;
                TSVector.Subtract(ref p, ref q, out w);
                FP   x2   = TSVector.Dot(ref tSVector3, ref w);
                bool flag = x2 > FP.Zero;
                if (flag)
                {
                    FP   x3    = TSVector.Dot(ref tSVector3, ref tSVector2);
                    bool flag2 = x3 >= -(TSMath.Epsilon * TSMath.Epsilon);
                    if (flag2)
                    {
                        GJKCollide.simplexSolverPool.GiveBack(@new);
                        result = false;
                        return(result);
                    }
                    @new.Reset();
                }
                bool flag3 = [email protected](w);
                if (flag3)
                {
                    @new.AddVertex(w, p, q);
                }
                bool flag4 = @new.Closest(out tSVector3);
                if (flag4)
                {
                    x = tSVector3.sqrMagnitude;
                }
                else
                {
                    x = FP.Zero;
                }
            }
            GJKCollide.simplexSolverPool.GiveBack(@new);
            result = true;
            return(result);
        }
Esempio n. 27
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        public static bool Raycast(ISupportMappable support, ref TSMatrix orientation, ref TSMatrix invOrientation, ref TSVector position, ref TSVector origin, ref TSVector direction, out FP fraction, out TSVector normal)
        {
            VoronoiSimplexSolver @new = GJKCollide.simplexSolverPool.GetNew();

            @new.Reset();
            normal   = TSVector.zero;
            fraction = FP.MaxValue;
            FP       fP       = FP.Zero;
            TSVector tSVector = direction;
            TSVector p        = origin;
            TSVector tSVector2;

            GJKCollide.SupportMapTransformed(support, ref orientation, ref position, ref tSVector, out tSVector2);
            TSVector tSVector3;

            TSVector.Subtract(ref p, ref tSVector2, out tSVector3);
            int  num = 15;
            FP   x   = tSVector3.sqrMagnitude;
            FP   eN  = FP.EN6;
            bool result;

            while (x > eN && num-- != 0)
            {
                TSVector q;
                GJKCollide.SupportMapTransformed(support, ref orientation, ref position, ref tSVector3, out q);
                TSVector w;
                TSVector.Subtract(ref p, ref q, out w);
                FP   x2   = TSVector.Dot(ref tSVector3, ref w);
                bool flag = x2 > FP.Zero;
                if (flag)
                {
                    FP   fP2   = TSVector.Dot(ref tSVector3, ref tSVector);
                    bool flag2 = fP2 >= -TSMath.Epsilon;
                    if (flag2)
                    {
                        GJKCollide.simplexSolverPool.GiveBack(@new);
                        result = false;
                        return(result);
                    }
                    fP -= x2 / fP2;
                    TSVector.Multiply(ref tSVector, fP, out p);
                    TSVector.Add(ref origin, ref p, out p);
                    TSVector.Subtract(ref p, ref q, out w);
                    normal = tSVector3;
                }
                bool flag3 = [email protected](w);
                if (flag3)
                {
                    @new.AddVertex(w, p, q);
                }
                bool flag4 = @new.Closest(out tSVector3);
                if (flag4)
                {
                    x = tSVector3.sqrMagnitude;
                }
                else
                {
                    x = FP.Zero;
                }
            }
            TSVector tSVector4;
            TSVector value;

            @new.ComputePoints(out tSVector4, out value);
            value   -= origin;
            fraction = value.magnitude / direction.magnitude;
            bool flag5 = normal.sqrMagnitude > TSMath.Epsilon * TSMath.Epsilon;

            if (flag5)
            {
                normal.Normalize();
            }
            GJKCollide.simplexSolverPool.GiveBack(@new);
            result = true;
            return(result);
        }
Esempio n. 28
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 public void AddTorque(TSVector torque)
 {
     TSVector.Add(ref torque, ref this.torque, out this.torque);
 }
Esempio n. 29
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 public void AddForce(TSVector force)
 {
     TSVector.Add(ref force, ref this.force, out this.force);
 }
Esempio n. 30
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        /// <summary>
        /// Adds two vectors.
        /// </summary>
        /// <param name="value1">The first vector.</param>
        /// <param name="value2">The second vector.</param>
        /// <returns>The sum of both vectors.</returns>
        #region public static JVector operator +(JVector value1, JVector value2)
        public static TSVector operator +(TSVector value1, TSVector value2)
        {
            TSVector result; TSVector.Add(value1, value2, out result);

            return(result);
        }