コード例 #1
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ファイル: Matrix4.cs プロジェクト: JointJBA/DisqueEngine
 public static Matrix4 CreateFromTranslation(Vector3 t)
 {
     Matrix4 m = new Matrix4(new float[4, 4] 
     {
       {1,0,0,t.X},
       {0,1,0,t.Y},
       {0,0,1,t.Z},
       {0,0,0,1}
     });
     return m;
 }
コード例 #2
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ファイル: Matrix4.cs プロジェクト: JointJBA/DisqueEngine
        public void SetInverse(Matrix4 m)
        {
            float det = GetDeterminant();
            if (det == 0) return;
            det = (1.0f) / det;

            data[0] = (-m.data[9] * m.data[6] + m.data[5] * m.data[10]) * det;
            data[4] = (m.data[8] * m.data[6] - m.data[4] * m.data[10]) * det;
            data[8] = (-m.data[8] * m.data[5] + m.data[4] * m.data[9]) * det;

            data[1] = (m.data[9] * m.data[2] - m.data[1] * m.data[10]) * det;
            data[5] = (-m.data[8] * m.data[2] + m.data[0] * m.data[10]) * det;
            data[9] = (m.data[8] * m.data[1] - m.data[0] * m.data[9]) * det;

            data[2] = (-m.data[5] * m.data[2] + m.data[1] * m.data[6]) * det;
            data[6] = (+m.data[4] * m.data[2] - m.data[0] * m.data[6]) * det;
            data[10] = (-m.data[4] * m.data[1] + m.data[0] * m.data[5]) * det;

            data[3] = (m.data[9] * m.data[6] * m.data[3]
                       - m.data[5] * m.data[10] * m.data[3]
                       - m.data[9] * m.data[2] * m.data[7]
                       + m.data[1] * m.data[10] * m.data[7]
                       + m.data[5] * m.data[2] * m.data[11]
                       - m.data[1] * m.data[6] * m.data[11]) * det;
            data[7] = (-m.data[8] * m.data[6] * m.data[3]
                       + m.data[4] * m.data[10] * m.data[3]
                       + m.data[8] * m.data[2] * m.data[7]
                       - m.data[0] * m.data[10] * m.data[7]
                       - m.data[4] * m.data[2] * m.data[11]
                       + m.data[0] * m.data[6] * m.data[11]) * det;
            data[11] = (m.data[8] * m.data[5] * m.data[3]
                       - m.data[4] * m.data[9] * m.data[3]
                       - m.data[8] * m.data[1] * m.data[7]
                       + m.data[0] * m.data[9] * m.data[7]
                       + m.data[4] * m.data[1] * m.data[11]
                       - m.data[0] * m.data[5] * m.data[11]) * det;
        }
コード例 #3
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ファイル: Vector3.cs プロジェクト: JointJBA/DisqueEngine
 public static Vector3 WorldToLocalDirn(Vector3 world, Matrix4 transform)
 {
     return transform.TransformInverseDirection(world);
 }
コード例 #4
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ファイル: Vector3.cs プロジェクト: JointJBA/DisqueEngine
 public static Vector3 LocalToWorldDirn(Vector3 local, Matrix4 transform)
 {
     return transform.TransformDirection(local);
 }
コード例 #5
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ファイル: Vector3.cs プロジェクト: JointJBA/DisqueEngine
 public static Vector3 WorldToLocal(Vector3 world, Matrix4 transform)
 {
     return transform.TransformInverse(world);
 }
コード例 #6
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ファイル: Vector3.cs プロジェクト: JointJBA/DisqueEngine
 public static Vector3 LocalToWorld(Vector3 local, Matrix4 transform)
 {
     return Vector3.Transform((local), transform);
 }
コード例 #7
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ファイル: Instance.cs プロジェクト: JointJBA/DisqueEngine
 public void Translate(Vector3 trans)
 {
     Matrix4 inv_translation_matrix = Matrix4.CreateTranslation(-trans);
     inv_matrix = inv_matrix * inv_translation_matrix;
     Matrix4 translation_matrix = Matrix4.CreateTranslation(trans);
     forward_matrix = translation_matrix * forward_matrix;
 }
コード例 #8
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ファイル: RigidBody.cs プロジェクト: JointJBA/DisqueEngine
 static Matrix3 _transformInertiaTensor(Quaternion q, Matrix3 iitBody, Matrix4 rotmat)
 {
     float t4 = rotmat[0] * iitBody[0] + rotmat[1] * iitBody[3] + rotmat[2] * iitBody[6];
     float t9 = rotmat[0] * iitBody[1] + rotmat[1] * iitBody[4] + rotmat[2] * iitBody[7];
     float t14 = rotmat[0] * iitBody[2] + rotmat[1] * iitBody[5] + rotmat[2] * iitBody[8];
     float t28 = rotmat[4] * iitBody[0] + rotmat[5] * iitBody[3] + rotmat[6] * iitBody[6];
     float t33 = rotmat[4] * iitBody[1] + rotmat[5] * iitBody[4] + rotmat[6] * iitBody[7];
     float t38 = rotmat[4] * iitBody[2] + rotmat[5] * iitBody[5] + rotmat[6] * iitBody[8];
     float t52 = rotmat[8] * iitBody[0] + rotmat[9] * iitBody[3] + rotmat[10] * iitBody[6];
     float t57 = rotmat[8] * iitBody[1] + rotmat[9] * iitBody[4] + rotmat[10] * iitBody[7];
     float t62 = rotmat[8] * iitBody[2] + rotmat[9] * iitBody[5] + rotmat[10] * iitBody[8];
     Matrix3 iitWorld = Matrix3.Identity;
     iitWorld[0] = t4 * rotmat[0] + t9 * rotmat[1] + t14 * rotmat[2];
     iitWorld[1] = t4 * rotmat[4] + t9 * rotmat[5] + t14 * rotmat[6];
     iitWorld[2] = t4 * rotmat[8] + t9 * rotmat[9] + t14 * rotmat[10];
     iitWorld[3] = t28 * rotmat[0] + t33 * rotmat[1] + t38 * rotmat[2];
     iitWorld[4] = t28 * rotmat[4] + t33 * rotmat[5] + t38 * rotmat[6];
     iitWorld[5] = t28 * rotmat[8] + t33 * rotmat[9] + t38 * rotmat[10];
     iitWorld[6] = t52 * rotmat[0] + t57 * rotmat[1] + t62 * rotmat[2];
     iitWorld[7] = t52 * rotmat[4] + t57 * rotmat[5] + t62 * rotmat[6];
     iitWorld[8] = t52 * rotmat[8] + t57 * rotmat[9] + t62 * rotmat[10];
     return iitWorld;
 }
コード例 #9
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 public void CalculateInternals()
 {
     transform = Body.GetTransform() * Offset;
 }
コード例 #10
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ファイル: Matrix4.cs プロジェクト: JointJBA/DisqueEngine
 public static Matrix4 Inverse(Matrix4 m)
 {
     Matrix4 result = Matrix4.Identity;
     result.SetInverse(m);
     return result;
 }
コード例 #11
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ファイル: Vector3.cs プロジェクト: JointJBA/DisqueEngine
        public static Vector3 Transform(Vector3 p, Matrix4 m)
        {
            return new Vector3(m[0, 0] * p.X + m[0, 1] * p.Y + m[0, 2] * p.Z + m[0, 3],
					m[1, 0] * p.X + m[1, 1] * p.Y + m[1, 2] * p.Z + m[1, 3],
					m[2, 0] * p.X + m[2, 1] * p.Y + m[2, 2] * p.Z + m[2, 3]);
        }
コード例 #12
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ファイル: Vector3.cs プロジェクト: JointJBA/DisqueEngine
 public static Vector3 TransformNormal(Vector3 v, Matrix4 m)
 {
     return (new Vector3(m[0, 0] * v.X + m[0, 1] * v.Y + m[0, 2] * v.Z,
             m[1, 0] * v.X + m[1, 1] * v.Y + m[1, 2] * v.Z,
             m[2, 0] * v.X + m[2, 1] * v.Y + m[2, 2] * v.Z));
 }
コード例 #13
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ファイル: Instance.cs プロジェクト: JointJBA/DisqueEngine
        public virtual void ComputeBoundingBox()
        {
            BBox object_bbox = Object.GetBoundingBox();
            Vector3[] v = new Vector3[8];
            v[0].X = object_bbox.Min.X; v[0].Y = object_bbox.Min.Y; v[0].Z = object_bbox.Min.Z;
            v[1].X = object_bbox.Max.X; v[1].Y = object_bbox.Min.Y; v[1].Z = object_bbox.Min.Z;
            v[2].X = object_bbox.Max.X; v[2].Y = object_bbox.Max.Y; v[2].Z = object_bbox.Min.Z;
            v[3].X = object_bbox.Min.X; v[3].Y = object_bbox.Max.Y; v[3].Z = object_bbox.Min.Z;
            v[4].X = object_bbox.Min.X; v[4].Y = object_bbox.Min.Y; v[4].Z = object_bbox.Max.Z;
            v[5].X = object_bbox.Max.X; v[5].Y = object_bbox.Min.Y; v[5].Z = object_bbox.Max.Z;
            v[6].X = object_bbox.Max.X; v[6].Y = object_bbox.Max.Y; v[6].Z = object_bbox.Max.Z;
            v[7].X = object_bbox.Min.X; v[7].Y = object_bbox.Max.Y; v[7].Z = object_bbox.Max.Z;
            v[0] = Vector3.Transform(v[0], forward_matrix);
            v[1] = Vector3.Transform(v[1], forward_matrix);
            v[2] = Vector3.Transform(v[2],forward_matrix);
            v[3] = Vector3.Transform(v[3], forward_matrix);
            v[4] = Vector3.Transform( v[4], forward_matrix);
            v[5] = Vector3.Transform( v[5], forward_matrix);
            v[6] = Vector3.Transform(v[6], forward_matrix);
            v[7] = Vector3.Transform( v[7], forward_matrix);
            forward_matrix = Matrix4.Identity;
            float x0 = float.MaxValue;
            float y0 = float.MaxValue;
            float z0 = float.MaxValue;
            for (int j = 0; j <= 7; j++)
            {
                if (v[j].X < x0)
                    x0 = v[j].X;
            }

            for (int j = 0; j <= 7; j++)
            {
                if (v[j].Y < y0)
                    y0 = v[j].Y;
            }

            for (int j = 0; j <= 7; j++)
            {
                if (v[j].Z < z0)
                    z0 = v[j].Z;
            }
            float x1 = float.MinValue;
            float y1 = float.MinValue;
            float z1 = float.MinValue;
            for (int j = 0; j <= 7; j++)
            {
                if (v[j].X > x1)
                    x1 = v[j].X;
            }
            for (int j = 0; j <= 7; j++)
            {
                if (v[j].Y > y1)
                    y1 = v[j].Y;
            }

            for (int j = 0; j <= 7; j++)
            {
                if (v[j].Z > z1)
                    z1 = v[j].Z;
            }
            bbox.Min.X = x0;
            bbox.Min.Y = y0;
            bbox.Min.Z = z0;
            bbox.Max.X = x1;
            bbox.Max.Y = y1;
            bbox.Max.Z = z1;
        }
コード例 #14
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ファイル: Instance.cs プロジェクト: JointJBA/DisqueEngine
        //public void RotateX(float theta)
        //{
        //    Matrix4 rotation_matrix = Matrix4.CreateRotation(new Vector3(1, 0, 0), theta);
        //    Matrix4 inv_rotation_matrix = Matrix4.CreateRotation(new Vector3(1, 0, 0), -theta);
        //    inv_matrix = inv_matrix * inv_rotation_matrix;
        //    forward_matrix = rotation_matrix * forward_matrix;
        //}
        //public void RotateY(float theta)
        //{
        //    Matrix4 rotation_matrix = Matrix4.CreateRotation(new Vector3(0, 1, 0), theta);
        //    Matrix4 inv_rotation_matrix = Matrix4.CreateRotation(new Vector3(0, 1, 0), -theta);
        //    inv_matrix = inv_matrix * inv_rotation_matrix;
        //    forward_matrix = rotation_matrix * forward_matrix;
        //    //Console.WriteLine(inv_matrix);
        //    //Console.WriteLine(Matrix4.Inverse(forward_matrix));
        //    //float sin_theta = MathHelper.Sin(theta * MathHelper.PI / 180.0f);
        //    //float cos_theta = MathHelper.Cos(theta * MathHelper.PI / 180.0f);
        //    //Matrix4 inv_y_rotation_matrix = Matrix4.Identity;					// temporary inverse rotation matrix about y axis
        //    //inv_y_rotation_matrix[0, 0] = cos_theta;
        //    //inv_y_rotation_matrix[0, 2] = -sin_theta;
        //    //inv_y_rotation_matrix[2, 0] = sin_theta;
        //    //inv_y_rotation_matrix[2, 2] = cos_theta;
        //    //inv_matrix = inv_matrix * inv_y_rotation_matrix;
        //    //Matrix4 y_rotation_matrix = Matrix4.Identity;						// temporary rotation matrix about x axis
        //    //y_rotation_matrix[0, 0] = cos_theta;
        //    //y_rotation_matrix[0, 2] = sin_theta;
        //    //y_rotation_matrix[2, 0] = -sin_theta;
        //    //y_rotation_matrix[2, 2] = cos_theta;
        //    //forward_matrix = y_rotation_matrix * forward_matrix;
        //}
        //public void RotateZ(float theta)
        //{
        //    Matrix4 rotation_matrix = Matrix4.CreateRotation(new Vector3(0, 0, 1), theta);
        //    Matrix4 inv_rotation_matrix = Matrix4.CreateRotation(new Vector3(0, 0, 1), -theta);
        //    inv_matrix = inv_matrix * inv_rotation_matrix;
        //    forward_matrix = rotation_matrix * forward_matrix;
        //}
        //public void Rotate(Vector3 axis, float theta)
        //{
        //    //Matrix4 rotation_matrix = Matrix4.CreateRotation(axis, theta);
        //    //Matrix4 inv_rotation_matrix = Matrix4.CreateRotation(axis, -theta);
        //    //inv_matrix = inv_matrix * inv_rotation_matrix;
        //    //forward_matrix = rotation_matrix * forward_matrix;
        //}
        //public void Scale(Vector3 scale)
        //{
        //    Matrix4 scale_matrix = Matrix4.CreateScale(scale);
        //    Matrix4 inv_scale_matrix = Matrix4.CreateScale(new Vector3(1.0f / scale.X, 1.0f / scale.Y, 1.0f / scale.Z));
        //    inv_matrix = inv_matrix * inv_scale_matrix;
        //    forward_matrix = scale_matrix * forward_matrix;
        //}

        public void Transform(Matrix4 m)
        {
            Matrix4 inv = m.Inverse();
            inv_matrix *= inv;
            forward_matrix = m * forward_matrix;
        }
コード例 #15
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ファイル: Vector3.cs プロジェクト: JointJBA/DisqueEngine
 public static Vector3 Transform(Vector3 vector, Matrix4 matrix)
 {
     float[] data = matrix;
     return new Vector3(
         vector.X * data[0] + vector.Y * data[1] + vector.Z * data[2] + data[3],
         vector.X * data[4] + vector.Y * data[5] + vector.Z * data[6] + data[7],
         vector.X * data[8] + vector.Y * data[9] + vector.Z * data[10] + data[11]);
 }
コード例 #16
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ファイル: Vector3.cs プロジェクト: JointJBA/DisqueEngine
 public static Vector3 TransformDirection(Vector3 vector, Matrix4 matrix)
 {
     return matrix.TransformDirection(vector);
 }
コード例 #17
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ファイル: Matrix4.cs プロジェクト: JointJBA/DisqueEngine
 public static Matrix4 CreateFromScale(Vector3 scale)
 {
     Matrix4 ret = new Matrix4(new float[12]
     {
         scale.X,0,0,0,
         0,scale.Y,0,0,
         0,0,scale.Z,0
     });
     return ret;
 }
コード例 #18
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ファイル: RigidBody.cs プロジェクト: JointJBA/DisqueEngine
 public void GetOrientation(ref Matrix4 matrix)
 {
     matrix[0] = TransformMatrix[0];
     matrix[1] = TransformMatrix[1];
     matrix[2] = TransformMatrix[2];
     matrix[3] = TransformMatrix[4];
     matrix[4] = TransformMatrix[5];
     matrix[5] = TransformMatrix[6];
     matrix[6] = TransformMatrix[8];
     matrix[7] = TransformMatrix[9];
     matrix[8] = TransformMatrix[10];
 }
コード例 #19
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ファイル: RigidBody.cs プロジェクト: JointJBA/DisqueEngine
     static internal void _calculateTransformMatrix(out Matrix4 transformMatrix, Vector3 position, Quaternion orientation)
     {
         transformMatrix = Matrix4.Identity;
         transformMatrix[0] = 1.0f - 2.0f * orientation.Z * orientation.Z -
 2.0f * orientation.W * orientation.W;
         transformMatrix[1] = 2.0f * orientation.Y * orientation.Z -
             2.0f * orientation.X * orientation.W;
         transformMatrix[2] = 2.0f * orientation.Y * orientation.W +
             2.0f * orientation.X * orientation.Z;
         transformMatrix[3] = position.X;
         transformMatrix[4] = 2.0f * orientation.Y * orientation.Z +
             2.0f * orientation.X * orientation.W;
         transformMatrix[5] = 1.0f - 2.0f * orientation.Y * orientation.Y -
             2.0f * orientation.W * orientation.W;
         transformMatrix[6] = 2.0f * orientation.Z * orientation.W -
             2.0f * orientation.X * orientation.Y;
         transformMatrix[7] = position.Y;
         transformMatrix[8] = 2.0f * orientation.Y * orientation.W -
             2.0f * orientation.X * orientation.Z;
         transformMatrix[9] = 2.0f * orientation.Z * orientation.W +
             2.0f * orientation.X * orientation.Y;
         transformMatrix[10] = 1.0f - 2.0f * orientation.Y * orientation.Y -
             2.0f * orientation.Z * orientation.Z;
         transformMatrix[11] = position.Z;
     }
コード例 #20
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ファイル: RigidBody.cs プロジェクト: JointJBA/DisqueEngine
 public void CalculateDerivedData()
 {
     Orientation.Normalize();
     TransformMatrix = _calculateTransformMatrix(Position, Orientation);
     InverseInertiaTensorWorld = _transformInertiaTensor(Orientation, InverseInertiaTensor, TransformMatrix);
 }
コード例 #21
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 static string toStringMatrix(Matrix4 m)
 {
     string s = "";
     for (int r = 0; r < 4; r++)
     {
         for (int c = 0; c < 4; c++)
         {
             s += m[r, c] + ",";
         }
     }
     s = s.Remove(s.Length - 1);
     return s;
 }