public Vector3f getDisplacement ( Matrix4f target ) { return new Vector3f( target.TranslationX - TranslationX, target.TranslationY - TranslationY, target.TranslationZ - TranslationZ ); }
public float translationDistance ( Matrix4f matrix4 ) { return Vector3f.distance( TranslationX, TranslationY, TranslationZ, matrix4.TranslationX, matrix4.TranslationY, matrix4.TranslationZ ); }
public Matrix4f ( Matrix4f matrix4f ) : base( matrix4f ) { }
/* public Body ( float mass, Vector3f initialPosition ) : this( mass ) { position = new Vector3f( initialPosition ); }*/ public Body( float mass, Matrix4f initialTransform ) : this(mass) { Transform = new Matrix4f( initialTransform ); }
public Body( float mass ) { Mass = mass; Transform = new Matrix4f( true ); Restitution = 1.0f; }
public CenteredBody( float mass, float radius, Matrix4f initialTransform ) : base(mass, initialTransform) { Radius = radius; }
public float getDistance( Matrix4f transform ) { return Normal.dot( transform.TranslationX, transform.TranslationY, transform.TranslationZ ) + DistanceToOrigin; }