public static Matrix3D EulerAngleToMatrix(Vector3D pEulersAngles) { NewtonMatrix aNewtonMatrix = new NewtonMatrix(Matrix3D.Identity); Newton.NewtonSetEulerAngle(new NewtonVector3(pEulersAngles).NWVector3, aNewtonMatrix.NWMatrix); return aNewtonMatrix.ToDirectX(); }
public void CreateSphere(Vector3D pRadius, Matrix3D pOffsetMatrix) { NewtonMatrix aMatrix = new NewtonMatrix(pOffsetMatrix); m_Handle = Newton.NewtonCreateSphere(m_World.Handle, (float)pRadius.X, (float)pRadius.Y, (float)pRadius.Z, aMatrix.NWMatrix); CHashTables.Collision.Add(m_Handle, this); }
public void CreateChamferCylinder(float pRadius, float pHeight, Matrix3D pOffsetMatrix) { NewtonMatrix aMatrix = new NewtonMatrix(pOffsetMatrix); m_Handle = Newton.NewtonCreateChamferCylinder(m_World.Handle, pRadius, pHeight, aMatrix.NWMatrix); CHashTables.Collision.Add(m_Handle, this); }
public void CreateBox(Vector3D pSize, Matrix3D pOffsetMatrix) { NewtonMatrix aMatrix = new NewtonMatrix(pOffsetMatrix); m_Handle = Newton.NewtonCreateBox(m_World.Handle, (float)pSize.X, (float)pSize.Y, (float)pSize.Z, aMatrix.NWMatrix); CHashTables.Collision.Add(m_Handle, this); }
public void CreateChamferCylinder(float pRadius, float pHeight, Matrix3D pOffsetMatrix) { NewtonMatrix aMatrix = new NewtonMatrix(pOffsetMatrix); m_Handle = Newton.NewtonCreateChamferCylinder(m_World.Handle, pRadius, pHeight, aMatrix.NWMatrix); CHashTables.Collision.Add(m_Handle, this); }
public void CreateBox(Vector3D pSize, Matrix3D pOffsetMatrix) { NewtonMatrix aMatrix = new NewtonMatrix(pOffsetMatrix); m_Handle = Newton.NewtonCreateBox(m_World.Handle, (float)pSize.X, (float)pSize.Y, (float)pSize.Z, aMatrix.NWMatrix); CHashTables.Collision.Add(m_Handle, this); }
public void CreateConvexHull(ICollection <Point3D> verticies, Matrix3D pOffsetMatrix) { float[,] aVertices = new float[verticies.Count, 3]; int i = 0; foreach (Vector3D nextVertice in verticies) { aVertices[i, 0] = (float)nextVertice.X; aVertices[i, 1] = (float)nextVertice.Y; aVertices[i++, 2] = (float)nextVertice.Z; } NewtonMatrix aMatrix = new NewtonMatrix(pOffsetMatrix); m_Handle = Newton.NewtonCreateConvexHull(m_World.Handle, verticies.Count, aVertices, sizeof(float) * 3, aMatrix.NWMatrix); CHashTables.Collision.Add(m_Handle, this); }
public void CreateConvexHull(ICollection<Point3D> verticies, Matrix3D pOffsetMatrix) { float[,] aVertices = new float[verticies.Count, 3]; int i = 0; foreach (Vector3D nextVertice in verticies) { aVertices[i, 0] = (float)nextVertice.X; aVertices[i, 1] = (float)nextVertice.Y; aVertices[i++, 2] = (float)nextVertice.Z; } NewtonMatrix aMatrix = new NewtonMatrix(pOffsetMatrix); m_Handle = Newton.NewtonCreateConvexHull(m_World.Handle, verticies.Count, aVertices, sizeof(float) * 3, aMatrix.NWMatrix); CHashTables.Collision.Add(m_Handle, this); }
private void InvokeSetTransform(IntPtr pNewtonBody, float[] pMatrix) { NewtonMatrix aMatrix = new NewtonMatrix(pMatrix); OnSetTransform(new CSetTransformEventArgs(aMatrix.ToDirectX())); }
private void InvokeSetTransform(IntPtr pNewtonBody, float[] pMatrix) { NewtonMatrix aMatrix = new NewtonMatrix(pMatrix); OnSetTransform(new CSetTransformEventArgs(aMatrix.ToDirectX())); }