コード例 #1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="RigidBody"/> class.
        /// </summary>
        /// <param name="shape">
        /// The shape. Can be <see langword="null"/> to use the default <see cref="Shape"/>.
        /// </param>
        /// <param name="massFrame">
        /// The mass frame. Can be <see langword="null"/> in which case the mass properties for a
        /// density of 1000 are used.
        /// </param>
        /// <param name="material">
        /// The material. Can be <see langword="null"/> to use the default <see cref="Material"/>.
        /// </param>
        public RigidBody(Shape shape, MassFrame massFrame, IMaterial material)
        {
            AutoUpdateMass = true;
            IslandId       = -1;
            Name           = "Unnamed";

            _pose           = Pose.Identity;
            _shape          = shape ?? new BoxShape(1, 1, 1);
            _shape.Changed += OnShapeChanged;
            _scale          = Vector3F.One;

            Material = material ?? new UniformMaterial();

            if (massFrame != null)
            {
                MassFrame = massFrame;
            }
            else
            {
                UpdateMassFrame();
            }

            CollisionResponseEnabled = true;
            MotionType = MotionType.Dynamic;

            CollisionObject = new CollisionObject(this);

            CanSleep   = true;
            IsSleeping = false;

            TimeOfImpact = 1;
        }
コード例 #2
0
ファイル: MassFrame.cs プロジェクト: terrynoya/DigitalRune
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------
        #endregion


        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        /// <summary>
        /// Creates a new <see cref="MassFrame"/> that is a clone (deep copy) of the current instance.
        /// </summary>
        /// <returns>
        /// A new <see cref="MassFrame"/> that is a clone (deep copy) of the current instance.
        /// </returns>
        public MassFrame Clone()
        {
            MassFrame clone = new MassFrame
            {
                _density        = _density,
                _inertia        = _inertia,
                _inertiaInverse = _inertiaInverse,
                _mass           = _mass,
                _massInverse    = _massInverse,
                _pose           = _pose
            };

            return(clone);
        }
コード例 #3
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        //--------------------------------------------------------------
        #region Methods
        //--------------------------------------------------------------

        /// <summary>
        /// Updates the mass frame for a new shape and scale.
        /// </summary>
        private void UpdateMassFrame()
        {
            if (MassFrame == null)
            {
                MassFrame = MassFrame.FromShapeAndDensity(Shape, Scale, 1000, 0.01f, 3);
                return;
            }

            if (AutoUpdateMass)
            {
                // Compute mass for the same density as last time or the same target mass as last time.
                if (MassFrame.Density > 0)
                {
                    MassFrame = MassFrame.FromShapeAndDensity(Shape, Scale, MassFrame.Density, 0.01f, 3);
                }
                else
                {
                    MassFrame = MassFrame.FromShapeAndMass(Shape, Scale, MassFrame.Mass, 0.01f, 3);
                }
            }
        }
コード例 #4
0
ファイル: MassFrame.cs プロジェクト: terrynoya/DigitalRune
        /// <summary>
        /// Computes the mass properties for the given shape and parameters.
        /// </summary>
        /// <param name="shape">The shape.</param>
        /// <param name="scale">The scale.</param>
        /// <param name="densityOrMass">The density or target mass value.</param>
        /// <param name="isDensity">
        /// If set to <see langword="true"/> <paramref name="densityOrMass"/> is interpreted as density;
        /// otherwise, <paramref name="densityOrMass"/> is interpreted as the desired target mass.
        /// </param>
        /// <param name="relativeDistanceThreshold">The relative distance threshold.</param>
        /// <param name="iterationLimit">
        /// The iteration limit. Can be -1 or 0 to use an approximation.
        /// </param>
        /// <returns>
        /// A new <see cref="MassFrame"/> instance.
        /// </returns>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="shape"/> is <see langword="null"/>.
        /// </exception>
        /// <exception cref="ArgumentOutOfRangeException">
        /// <paramref name="densityOrMass"/> is negative or 0.
        /// </exception>
        /// <exception cref="ArgumentOutOfRangeException">
        /// <paramref name="relativeDistanceThreshold"/> is negative.
        /// </exception>
        private static MassFrame ComputeMassProperties(Shape shape, Vector3F scale, float densityOrMass, bool isDensity, float relativeDistanceThreshold, int iterationLimit)
        {
            if (shape == null)
            {
                throw new ArgumentNullException("shape");
            }
            if (densityOrMass <= 0)
            {
                throw new ArgumentOutOfRangeException("densityOrMass", "Density and mass must be greater than 0.");
            }
            if (relativeDistanceThreshold < 0)
            {
                throw new ArgumentOutOfRangeException("relativeDistanceThreshold", "Relative distance threshold must not be negative.");
            }

            // Call MassHelper to compute mass, COM and inertia matrix (not diagonalized).
            float     mass;
            Vector3F  centerOfMass;
            Matrix33F inertia;

            MassHelper.GetMass(shape, scale, densityOrMass, isDensity, relativeDistanceThreshold, iterationLimit,
                               out mass, out centerOfMass, out inertia);

            // If anything is NaN, we use default values for a static/kinematic body.
            if (Numeric.IsNaN(mass) || centerOfMass.IsNaN || inertia.IsNaN)
            {
                return new MassFrame {
                           Mass = 0, Inertia = Vector3F.Zero
                }
            }
            ;

            if (!Numeric.IsZero(inertia.M01) || !Numeric.IsZero(inertia.M02) || !Numeric.IsZero(inertia.M12))
            {
                // Inertia off-diagonal elements are not 0.
                // --> Have to make inertia a diagonal matrix.
                Vector3F inertiaDiagonal;

                Matrix33F rotation;
                MassHelper.DiagonalizeInertia(inertia, out inertiaDiagonal, out rotation);

                MassFrame massFrame = new MassFrame
                {
                    Mass    = mass,
                    Inertia = inertiaDiagonal,
                    Pose    = new Pose(centerOfMass, rotation),
                    Density = isDensity ? densityOrMass : 0
                };
                return(massFrame);
            }
            else
            {
                // Inertia is already a diagonal matrix.
                MassFrame massFrame = new MassFrame
                {
                    Mass    = mass,
                    Inertia = new Vector3F(inertia.M00, inertia.M11, inertia.M22),
                    Pose    = new Pose(centerOfMass),
                    Density = isDensity ? densityOrMass : 0
                };
                return(massFrame);
            }
        }
コード例 #5
0
ファイル: RigidBody.cs プロジェクト: Zolniu/DigitalRune
        /// <summary>
        /// Initializes a new instance of the <see cref="RigidBody"/> class.
        /// </summary>
        /// <param name="shape">
        /// The shape. Can be <see langword="null"/> to use the default <see cref="Shape"/>.
        /// </param>
        /// <param name="massFrame">
        /// The mass frame. Can be <see langword="null"/> in which case the mass properties for a
        /// density of 1000 are used.
        /// </param>
        /// <param name="material">
        /// The material. Can be <see langword="null"/> to use the default <see cref="Material"/>.
        /// </param>
        public RigidBody(Shape shape, MassFrame massFrame, IMaterial material)
        {
            AutoUpdateMass = true;
              IslandId = -1;
              Name = "Unnamed";

              _pose = Pose.Identity;
              _shape = shape ?? new BoxShape(1, 1, 1);
              _shape.Changed += OnShapeChanged;
              _scale = Vector3F.One;

              Material = material ?? new UniformMaterial();

              if (massFrame != null)
            MassFrame = massFrame;
              else
            UpdateMassFrame();

              CollisionResponseEnabled = true;
              MotionType = MotionType.Dynamic;

              CollisionObject = new CollisionObject(this);

              CanSleep = true;
              IsSleeping = false;

              TimeOfImpact = 1;
        }
コード例 #6
0
ファイル: MassFrame.cs プロジェクト: Zolniu/DigitalRune
        /// <summary>
        /// Computes the mass properties for the given shape and parameters.
        /// </summary>
        /// <param name="shape">The shape.</param>
        /// <param name="scale">The scale.</param>
        /// <param name="densityOrMass">The density or target mass value.</param>
        /// <param name="isDensity">
        /// If set to <see langword="true"/> <paramref name="densityOrMass"/> is interpreted as density;
        /// otherwise, <paramref name="densityOrMass"/> is interpreted as the desired target mass.
        /// </param>
        /// <param name="relativeDistanceThreshold">The relative distance threshold.</param>
        /// <param name="iterationLimit">
        /// The iteration limit. Can be -1 or 0 to use an approximation.
        /// </param>
        /// <returns>
        /// A new <see cref="MassFrame"/> instance.
        /// </returns>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="shape"/> is <see langword="null"/>.
        /// </exception>
        /// <exception cref="ArgumentOutOfRangeException">
        /// <paramref name="densityOrMass"/> is negative or 0.
        /// </exception>
        /// <exception cref="ArgumentOutOfRangeException">
        /// <paramref name="relativeDistanceThreshold"/> is negative.
        /// </exception>
        private static MassFrame ComputeMassProperties(Shape shape, Vector3F scale, float densityOrMass, bool isDensity, float relativeDistanceThreshold, int iterationLimit)
        {
            if (shape == null)
            throw new ArgumentNullException("shape");
              if (densityOrMass <= 0)
            throw new ArgumentOutOfRangeException("densityOrMass", "Density and mass must be greater than 0.");
              if (relativeDistanceThreshold < 0)
            throw new ArgumentOutOfRangeException("relativeDistanceThreshold", "Relative distance threshold must not be negative.");

              // Call MassHelper to compute mass, COM and inertia matrix (not diagonalized).
              float mass;
              Vector3F centerOfMass;
              Matrix33F inertia;
              MassHelper.GetMass(shape, scale, densityOrMass, isDensity, relativeDistanceThreshold, iterationLimit,
                         out mass, out centerOfMass, out inertia);

              // If anything is NaN, we use default values for a static/kinematic body.
              if (Numeric.IsNaN(mass) || centerOfMass.IsNaN || inertia.IsNaN)
            return new MassFrame { Mass = 0, Inertia = Vector3F.Zero };

              if (!Numeric.IsZero(inertia.M01) || !Numeric.IsZero(inertia.M02) || !Numeric.IsZero(inertia.M12))
              {
            // Inertia off-diagonal elements are not 0.
            // --> Have to make inertia a diagonal matrix.
            Vector3F inertiaDiagonal;
            Matrix33F rotation;
            MassHelper.DiagonalizeInertia(inertia, out inertiaDiagonal, out rotation);

            MassFrame massFrame = new MassFrame
            {
              Mass = mass,
              Inertia = inertiaDiagonal,
              Pose = new Pose(centerOfMass, rotation),
              Density = isDensity ? densityOrMass : 0
            };
            return massFrame;
              }
              else
              {
            // Inertia is already a diagonal matrix.
            MassFrame massFrame = new MassFrame
            {
              Mass = mass,
              Inertia = new Vector3F(inertia.M00, inertia.M11, inertia.M22),
              Pose = new Pose(centerOfMass),
              Density = isDensity ? densityOrMass : 0
            };
            return massFrame;
              }
        }
コード例 #7
0
ファイル: MassFrame.cs プロジェクト: Zolniu/DigitalRune
 //--------------------------------------------------------------
 /// <summary>
 /// Creates a new <see cref="MassFrame"/> that is a clone (deep copy) of the current instance.
 /// </summary>
 /// <returns>
 /// A new <see cref="MassFrame"/> that is a clone (deep copy) of the current instance.
 /// </returns>
 public MassFrame Clone()
 {
     MassFrame clone = new MassFrame
       {
     _density = _density,
     _inertia = _inertia,
     _inertiaInverse = _inertiaInverse,
     _mass = _mass,
     _massInverse = _massInverse,
     _pose = _pose
       };
       return clone;
 }