예제 #1
0
        public override IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec0)
        {
            IndexedVector3 supVec = IndexedVector3.Zero;

            IndexedVector3 vec    = vec0;
            float          lenSqr = vec.LengthSquared();

            if (lenSqr < 0.0001f)
            {
                vec = new IndexedVector3(1, 0, 0);
            }
            else
            {
                float rlen = (1.0f) / (float)Math.Sqrt(lenSqr);
                vec *= rlen;
                //vec.Normalize();
            }

            LocalSupportVertexCallback supportCallback = new LocalSupportVertexCallback(ref vec);
            IndexedVector3             aabbMax         = new IndexedVector3(float.MaxValue);
            IndexedVector3             aabbMin         = -aabbMax;

            m_stridingMesh.InternalProcessAllTriangles(supportCallback, ref aabbMin, ref aabbMax);
            supVec = supportCallback.GetSupportVertexLocal();

            return(supVec);
        }
예제 #2
0
        public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors)
        {
            for (int j = 0; j < numVectors; j++)
            {
                IndexedVector3             vec             = vectors[j];
                LocalSupportVertexCallback supportCallback = new LocalSupportVertexCallback(ref vec);
                IndexedVector3             aabbMax         = MathUtil.MAX_VECTOR;
                IndexedVector3             aabbMin         = MathUtil.MIN_VECTOR;

                m_stridingMesh.InternalProcessAllTriangles(supportCallback, ref aabbMin, ref aabbMax);
                supportVerticesOut[j] = new IndexedVector4(supportCallback.GetSupportVertexLocal(), 0);
            }
        }
        public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors)
        {
	        for (int j=0;j<numVectors;j++)
	        {
		        IndexedVector3 vec = vectors[j];
		        LocalSupportVertexCallback	supportCallback = new LocalSupportVertexCallback(ref vec);
                IndexedVector3 aabbMax = MathUtil.MAX_VECTOR;
                IndexedVector3 aabbMin = MathUtil.MIN_VECTOR;

		        m_stridingMesh.InternalProcessAllTriangles(supportCallback,ref aabbMin,ref aabbMax);
		        supportVerticesOut[j] = new IndexedVector4(supportCallback.GetSupportVertexLocal(),0);
	        }
        }
        public override IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec0)
        {
	        IndexedVector3 supVec = IndexedVector3.Zero;

	        IndexedVector3 vec = vec0;
	        float lenSqr = vec.LengthSquared();
	        if (lenSqr < 0.0001f)
	        {
                vec = new IndexedVector3(1, 0, 0);
	        } 
            else
	        {
                float rlen = (1.0f) / (float)Math.Sqrt(lenSqr);
                vec *= rlen;
                //vec.Normalize();
            }

	        LocalSupportVertexCallback supportCallback = new LocalSupportVertexCallback(ref vec);
	        IndexedVector3 aabbMax = new IndexedVector3(float.MaxValue);
            IndexedVector3 aabbMin = -aabbMax;
	        m_stridingMesh.InternalProcessAllTriangles(supportCallback,ref aabbMin,ref aabbMax);
	        supVec = supportCallback.GetSupportVertexLocal();

	        return supVec;

        }