Пример #1
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 public IndexedBasisMatrix TimesTranspose(IndexedBasisMatrix m)
 {
     return(new IndexedBasisMatrix(
                _el0.Dot(m._el0), _el0.Dot(m._el1), _el0.Dot(m._el2),
                _el1.Dot(m._el0), _el1.Dot(m._el1), _el1.Dot(m._el2),
                _el2.Dot(m._el0), _el2.Dot(m._el1), _el2.Dot(m._el2)));
 }
Пример #2
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        public static IndexedMatrix CreateScale(float x, float y, float z)
        {
            IndexedMatrix IndexedMatrix = IndexedMatrix.Identity;

            IndexedMatrix._basis = IndexedBasisMatrix.CreateScale(new IndexedVector3(x, y, z));
            return(IndexedMatrix);
        }
Пример #3
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        public static IndexedMatrix CreateScale(IndexedVector3 scales)
        {
            IndexedMatrix result = IndexedMatrix.Identity;

            result._basis = IndexedBasisMatrix.CreateScale(scales);
            return(result);
        }
Пример #4
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        public static IndexedMatrix CreateScale(float scale)
        {
            IndexedMatrix result = IndexedMatrix.Identity;

            result._basis = IndexedBasisMatrix.CreateScale(new IndexedVector3(scale));
            return(result);
        }
Пример #5
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        public static IndexedBasisMatrix CreateFromAxisAngle(IndexedVector3 axis, float angle)
        {
            float num1             = axis.X;
            float num2             = axis.Y;
            float num3             = axis.Z;
            float num4             = (float)Math.Sin((double)angle);
            float num5             = (float)Math.Cos((double)angle);
            float num6             = num1 * num1;
            float num7             = num2 * num2;
            float num8             = num3 * num3;
            float num9             = num1 * num2;
            float num10            = num1 * num3;
            float num11            = num2 * num3;
            IndexedBasisMatrix ibm = new IndexedBasisMatrix(num6 + num5 * (1f - num6),
                                                            (float)((double)num9 - (double)num5 * (double)num9 + (double)num4 * (double)num3),
                                                            (float)((double)num10 - (double)num5 * (double)num10 - (double)num4 * (double)num2),
                                                            (float)((double)num9 - (double)num5 * (double)num9 - (double)num4 * (double)num3),
                                                            num7 + num5 * (1f - num7),
                                                            (float)((double)num11 - (double)num5 * (double)num11 + (double)num4 * (double)num1),
                                                            (float)((double)num10 - (double)num5 * (double)num10 + (double)num4 * (double)num2),
                                                            (float)((double)num11 - (double)num5 * (double)num11 - (double)num4 * (double)num1),
                                                            num8 + num5 * (1f - num8));

            return(ibm);
        }
Пример #6
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        public static IndexedBasisMatrix CreateRotationY(float radians)
        {
            float num1             = (float)Math.Cos((double)radians);
            float num2             = (float)Math.Sin((double)radians);
            IndexedBasisMatrix ibm = new IndexedBasisMatrix(num1, 0.0f, -num2, 0.0f, 1f, 0.0f, num2, 0.0f, num1);

            return(ibm);
        }
Пример #7
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	//angular constraint between two different rigidbodies

        public JacobianEntry(IndexedVector3 jointAxis,
        IndexedBasisMatrix world2A,
        IndexedBasisMatrix world2B,
        IndexedVector3 inertiaInvA,
        IndexedVector3 inertiaInvB) : this(ref jointAxis,ref world2A,ref world2B,ref inertiaInvA,ref inertiaInvB)
        {

        }
Пример #8
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        public static void CreateRotationZ(float radians, out IndexedBasisMatrix _basis)
        {
            float num1 = (float)Math.Cos((double)radians);
            float num2 = (float)Math.Sin((double)radians);

            _basis._el0 = new IndexedVector3(num1, num2, 0);
            _basis._el1 = new IndexedVector3(-num2, num1, 0);
            _basis._el2 = new IndexedVector3(0, 0, 1);
        }
Пример #9
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        public static IndexedMatrix CreateRotationZ(float radians)
        {
            IndexedMatrix IndexedMatrix;

            IndexedMatrix._basis  = IndexedBasisMatrix.CreateRotationZ(radians);
            IndexedMatrix._origin = new IndexedVector3(0, 0, 0);

            return(IndexedMatrix);
        }
Пример #10
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        public IndexedMatrix InverseTimes(ref IndexedMatrix t)
        {
            IndexedVector3 v  = new IndexedVector3(t._origin.X - _origin.X, t._origin.Y - _origin.Y, t._origin.Z - _origin.Z);
            IndexedVector3 v2 = new IndexedVector3();

            IndexedBasisMatrix.Multiply(ref v2, ref _basis, ref v);
            return(new IndexedMatrix(_basis.TransposeTimes(ref t._basis),
                                     v * _basis));
        }
Пример #11
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 public IndexedBasisMatrix TransposeTimes(ref IndexedBasisMatrix m)
 {
     return(new IndexedBasisMatrix(
                _Row0.X * m._Row0.X + _Row1.X * m._Row1.X + _Row2.X * m._Row2.X,
                _Row0.X * m._Row0.Y + _Row1.X * m._Row1.Y + _Row2.X * m._Row2.Y,
                _Row0.X * m._Row0.Z + _Row1.X * m._Row1.Z + _Row2.X * m._Row2.Z,
                _Row0.Y * m._Row0.X + _Row1.Y * m._Row1.X + _Row2.Y * m._Row2.X,
                _Row0.Y * m._Row0.Y + _Row1.Y * m._Row1.Y + _Row2.Y * m._Row2.Y,
                _Row0.Y * m._Row0.Z + _Row1.Y * m._Row1.Z + _Row2.Y * m._Row2.Z,
                _Row0.Z * m._Row0.X + _Row1.Z * m._Row1.X + _Row2.Z * m._Row2.X,
                _Row0.Z * m._Row0.Y + _Row1.Z * m._Row1.Y + _Row2.Z * m._Row2.Y,
                _Row0.Z * m._Row0.Z + _Row1.Z * m._Row1.Z + _Row2.Z * m._Row2.Z));
 }
Пример #12
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 public IndexedBasisMatrix TransposeTimes(IndexedBasisMatrix m)
 {
     return(new IndexedBasisMatrix(
                _el0.X * m._el0.X + _el1.X * m._el1.X + _el2.X * m._el2.X,
                _el0.X * m._el0.Y + _el1.X * m._el1.Y + _el2.X * m._el2.Y,
                _el0.X * m._el0.Z + _el1.X * m._el1.Z + _el2.X * m._el2.Z,
                _el0.Y * m._el0.X + _el1.Y * m._el1.X + _el2.Y * m._el2.X,
                _el0.Y * m._el0.Y + _el1.Y * m._el1.Y + _el2.Y * m._el2.Y,
                _el0.Y * m._el0.Z + _el1.Y * m._el1.Z + _el2.Y * m._el2.Z,
                _el0.Z * m._el0.X + _el1.Z * m._el1.X + _el2.Z * m._el2.X,
                _el0.Z * m._el0.Y + _el1.Z * m._el1.Y + _el2.Z * m._el2.Y,
                _el0.Z * m._el0.Z + _el1.Z * m._el1.Z + _el2.Z * m._el2.Z));
 }
Пример #13
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	//constraint between two different rigidbodies
    public JacobianEntry(IndexedBasisMatrix world2A,
        IndexedBasisMatrix world2B,
        IndexedVector3 rel_pos1,
        IndexedVector3 rel_pos2,
        IndexedVector3 jointAxis,
        IndexedVector3 inertiaInvA,
        float massInvA,
        IndexedVector3 inertiaInvB,
        float massInvB) : this(ref world2A,ref world2B,ref rel_pos1,ref rel_pos2,
                    ref jointAxis, ref inertiaInvA,massInvA,ref inertiaInvB,massInvB)
    {
  
    }
Пример #14
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 public static float[,] BasisMatrixToFloatArray(ref IndexedBasisMatrix m)
 {
     float[,] result = new float[3, 3];
     result[0, 0] = m._Row0.X;
     result[0, 1] = m._Row0.Y;
     result[0, 2] = m._Row0.Z;
     result[1, 0] = m._Row1.X;
     result[1, 1] = m._Row1.Y;
     result[1, 2] = m._Row1.Z;
     result[2, 0] = m._Row2.X;
     result[2, 1] = m._Row2.Y;
     result[2, 2] = m._Row2.Z;
     return result;
 }
Пример #15
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        public JacobianEntry(ref IndexedVector3 jointAxis,
        ref IndexedBasisMatrix world2A,
        ref IndexedBasisMatrix world2B,
		ref IndexedVector3 inertiaInvA,
		ref IndexedVector3 inertiaInvB)
	    {
            m_linearJointAxis = IndexedVector3.Zero;
            m_aJ = world2A * jointAxis;
            m_bJ = world2B * -jointAxis;
            m_0MinvJt = inertiaInvA * m_aJ;
		    m_1MinvJt = inertiaInvB * m_bJ;
		    m_Adiag =  IndexedVector3.Dot(m_0MinvJt,m_aJ) + IndexedVector3.Dot(m_1MinvJt,m_bJ);

		    Debug.Assert(m_Adiag > 0.0f);
	    }
Пример #16
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        public JacobianEntry(
        ref IndexedBasisMatrix world2A,
        ref IndexedBasisMatrix world2B,
		ref IndexedVector3 rel_pos1,ref IndexedVector3 rel_pos2,
		ref IndexedVector3 jointAxis,
		ref IndexedVector3 inertiaInvA, 
		float massInvA,
		ref IndexedVector3 inertiaInvB,
		float massInvB)
	    {
            m_linearJointAxis = jointAxis;
            m_aJ = world2A * (rel_pos1.Cross(ref m_linearJointAxis));
            m_bJ = world2B * (rel_pos2.Cross(-m_linearJointAxis));
            m_0MinvJt = inertiaInvA * m_aJ;
		    m_1MinvJt = inertiaInvB * m_bJ;
		    m_Adiag = massInvA + IndexedVector3.Dot(m_0MinvJt,m_aJ) + massInvB + IndexedVector3.Dot(m_1MinvJt,m_bJ);

		    Debug.Assert(m_Adiag > 0.0f);
	    }
 public InertiaCallback(ref IndexedVector3 center)
 {
     m_sum = new IndexedBasisMatrix();
     m_center = center;
 }
Пример #18
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        //! Calcs the full invertion of the matrices. Useful for scaling matrices
        public void CalcFromFullInvert(ref IndexedMatrix trans0, ref IndexedMatrix trans1)
        {
            m_R1to0 = trans0._basis.Inverse();
            m_T1to0 = m_R1to0 * (-trans0._origin);

            m_T1to0 += m_R1to0 * trans1._origin;
            m_R1to0 *= trans1._basis;

            CalcAbsoluteMatrix();
        }
Пример #19
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 public static IndexedBasisMatrix CreateRotationY(float radians)
 {
     float num1 = (float)Math.Cos((double)radians);
     float num2 = (float)Math.Sin((double)radians);
     IndexedBasisMatrix ibm = new IndexedBasisMatrix(num1,0.0f, -num2,0.0f,1f,0.0f,num2,0.0f,num1);
     return ibm;
 }
Пример #20
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 public static void Transpose(ref IndexedBasisMatrix IndexedMatrix, out IndexedBasisMatrix result)
 {
     result = new IndexedBasisMatrix(IndexedMatrix._Row0.X, IndexedMatrix._Row1.X, IndexedMatrix._Row2.X,
                                     IndexedMatrix._Row0.Y, IndexedMatrix._Row1.Y, IndexedMatrix._Row2.Y,
                                     IndexedMatrix._Row0.Z, IndexedMatrix._Row1.Z, IndexedMatrix._Row2.Z);
 }
Пример #21
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 public static float Mat3DotCol(IndexedBasisMatrix mat, ref IndexedVector3 vec3, int colindex)
 {
     return vec3[0] * mat[0, colindex] + vec3[1] * mat[1, colindex] + vec3[2] * mat[2, colindex];
 }
        public void CalcAngleInfo2(ref IndexedMatrix transA, ref IndexedMatrix transB, ref IndexedBasisMatrix invInertiaWorldA, ref IndexedBasisMatrix invInertiaWorldB)
		{
			m_swingCorrection = 0;
			m_twistLimitSign = 0;
			m_solveTwistLimit = false;
			m_solveSwingLimit = false;

			// compute rotation of A wrt B (in constraint space)
            if (m_bMotorEnabled && (!m_useSolveConstraintObsolete))
			{	// it is assumed that setMotorTarget() was alredy called 
				// and motor target m_qTarget is within constraint limits
				// TODO : split rotation to pure swing and pure twist
				// compute desired transforms in world
				IndexedMatrix trPose = IndexedMatrix.CreateFromQuaternion(m_qTarget);
				IndexedMatrix trA = transA * m_rbAFrame;
				IndexedMatrix trB = transB * m_rbBFrame;
                IndexedMatrix trDeltaAB = trB * trPose * trA.Inverse();
				IndexedQuaternion qDeltaAB = trDeltaAB.GetRotation();
				IndexedVector3 swingAxis = new IndexedVector3(qDeltaAB.X, qDeltaAB.Y, qDeltaAB.Z);
                float swingAxisLen2 = swingAxis.LengthSquared();
                if (MathUtil.FuzzyZero(swingAxisLen2))
                {
                    return;
                }

				m_swingAxis = swingAxis;
				m_swingAxis.Normalize();
				m_swingCorrection = MathUtil.QuatAngle(ref qDeltaAB);
				if (!MathUtil.FuzzyZero(m_swingCorrection))
				{
					m_solveSwingLimit = true;
				}
				return;
			}


			{

				// compute rotation of A wrt B (in constraint space)
				// Not sure if these need order swapping as well?
                IndexedQuaternion qA = transA.GetRotation() * m_rbAFrame.GetRotation();
                IndexedQuaternion qB = transB.GetRotation() * m_rbBFrame.GetRotation();
                
                IndexedQuaternion qAB = MathUtil.QuaternionInverse(qB) * qA;

				// split rotation into cone and twist
				// (all this is done from B's perspective. Maybe I should be averaging axes...)
				IndexedVector3 vConeNoTwist = MathUtil.QuatRotate(ref qAB, ref vTwist);
				vConeNoTwist.Normalize();
				IndexedQuaternion qABCone = MathUtil.ShortestArcQuat(ref vTwist, ref vConeNoTwist);
				qABCone.Normalize();
				IndexedQuaternion qABTwist = MathUtil.QuaternionInverse(qABCone) * qAB;
				qABTwist.Normalize();

				if (m_swingSpan1 >= m_fixThresh && m_swingSpan2 >= m_fixThresh)
				{
					float swingAngle = 0f, swingLimit = 0f;
					IndexedVector3 swingAxis = IndexedVector3.Zero;
					ComputeConeLimitInfo(ref qABCone, ref swingAngle, ref swingAxis, ref swingLimit);

					if (swingAngle > swingLimit * m_limitSoftness)
					{
						m_solveSwingLimit = true;

						// compute limit ratio: 0->1, where
						// 0 == beginning of soft limit
						// 1 == hard/real limit
						m_swingLimitRatio = 1f;
						if (swingAngle < swingLimit && m_limitSoftness < 1f - MathUtil.SIMD_EPSILON)
						{
							m_swingLimitRatio = (swingAngle - swingLimit * m_limitSoftness) /
												(swingLimit - (swingLimit * m_limitSoftness));
						}

						// swing correction tries to get back to soft limit
						m_swingCorrection = swingAngle - (swingLimit * m_limitSoftness);

						// adjustment of swing axis (based on ellipse normal)
						AdjustSwingAxisToUseEllipseNormal(ref swingAxis);

						// Calculate necessary axis & factors		
						m_swingAxis = MathUtil.QuatRotate(qB, -swingAxis);

						m_twistAxisA = IndexedVector3.Zero;

						m_kSwing = 1f /
							(ComputeAngularImpulseDenominator(ref m_swingAxis, ref invInertiaWorldA) +
							 ComputeAngularImpulseDenominator(ref m_swingAxis, ref invInertiaWorldB));
					}
				}
				else
				{
					// you haven't set any limits;
					// or you're trying to set at least one of the swing limits too small. (if so, do you really want a conetwist constraint?)
					// anyway, we have either hinge or fixed joint

                    IndexedVector3 ivA = transA._basis * m_rbAFrame._basis.GetColumn(0);
                    IndexedVector3 jvA = transA._basis * m_rbAFrame._basis.GetColumn(1);
                    IndexedVector3 kvA = transA._basis * m_rbAFrame._basis.GetColumn(2);
                    IndexedVector3 ivB = transB._basis * m_rbBFrame._basis.GetColumn(0);
                    
                    IndexedVector3 target = IndexedVector3.Zero;
					float x = ivB.Dot(ref ivA);
					float y = ivB.Dot(ref jvA);
					float z = ivB.Dot(ref kvA);
					if ((m_swingSpan1 < m_fixThresh) && (m_swingSpan2 < m_fixThresh))
					{ // fixed. We'll need to add one more row to constraint
						if ((!MathUtil.FuzzyZero(y)) || (!(MathUtil.FuzzyZero(z))))
						{
							m_solveSwingLimit = true;
							m_swingAxis = -ivB.Cross(ref ivA);
						}
					}
					else
					{
						if (m_swingSpan1 < m_fixThresh)
						{ // hinge around Y axis
							if (!(MathUtil.FuzzyZero(y)))
							{
								m_solveSwingLimit = true;
								if (m_swingSpan2 >= m_fixThresh)
								{
									y = 0;
									float span2 = (float)Math.Atan2(z, x);
									if (span2 > m_swingSpan2)
									{
										x = (float)Math.Cos(m_swingSpan2);
										z = (float)Math.Sin(m_swingSpan2);
									}
									else if (span2 < -m_swingSpan2)
									{
										x = (float)Math.Cos(m_swingSpan2);
										z = -(float)Math.Sin(m_swingSpan2);
									}
								}
							}
						}
						else
						{ // hinge around Z axis
							if (!MathUtil.FuzzyZero(z))
							{
								m_solveSwingLimit = true;
								if (m_swingSpan1 >= m_fixThresh)
								{
									z = 0f;
									float span1 = (float)Math.Atan2(y, x);
									if (span1 > m_swingSpan1)
									{
										x = (float)Math.Cos(m_swingSpan1);
										y = (float)Math.Sin(m_swingSpan1);
									}
									else if (span1 < -m_swingSpan1)
									{
										x = (float)Math.Cos(m_swingSpan1);
										y = -(float)Math.Sin(m_swingSpan1);
									}
								}
							}
						}
						target.X = x * ivA.X + y * jvA.X + z * kvA.X;
						target.Y = x * ivA.Y + y * jvA.Y + z * kvA.Y;
						target.Z = x * ivA.Z + y * jvA.Z + z * kvA.Z;
						target.Normalize();
						m_swingAxis = -(ivB.Cross(ref target));
						m_swingCorrection = m_swingAxis.Length();
						m_swingAxis.Normalize();
					}
				}

				if (m_twistSpan >= 0f)
				{
					IndexedVector3 twistAxis;
					ComputeTwistLimitInfo(ref qABTwist, out m_twistAngle, out twistAxis);

					if (m_twistAngle > m_twistSpan * m_limitSoftness)
					{
						m_solveTwistLimit = true;

						m_twistLimitRatio = 1f;
						if (m_twistAngle < m_twistSpan && m_limitSoftness < 1f - MathUtil.SIMD_EPSILON)
						{
							m_twistLimitRatio = (m_twistAngle - m_twistSpan * m_limitSoftness) /
												(m_twistSpan - m_twistSpan * m_limitSoftness);
						}

						// twist correction tries to get back to soft limit
						m_twistCorrection = m_twistAngle - (m_twistSpan * m_limitSoftness);

						m_twistAxis = MathUtil.QuatRotate(qB, -twistAxis);

						m_kTwist = 1f /
							(ComputeAngularImpulseDenominator(ref m_twistAxis, ref invInertiaWorldA) +
							 ComputeAngularImpulseDenominator(ref m_twistAxis, ref invInertiaWorldB));
					}

					if (m_solveSwingLimit)
					{
						m_twistAxisA = MathUtil.QuatRotate(qA, -twistAxis);
					}
				}
				else
				{
					m_twistAngle = 0f;
				}
			}
		}
Пример #23
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 public IndexedMatrix(Matrix m)
 {
     _origin = new IndexedVector3(m.Translation);
     //_basis = new IndexedBasisMatrix(new IndexedVector3(m.Right), new IndexedVector3(m.Up), new IndexedVector3(m.Backward)).Transpose();
     _basis = new IndexedBasisMatrix(new IndexedVector3(m.Right), new IndexedVector3(m.Up), new IndexedVector3(m.Backward));
 }
Пример #24
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        public IndexedBasisMatrix TransposeTimes(ref IndexedBasisMatrix m)
        {
            return new IndexedBasisMatrix(
        _el0.X * m._el0.X + _el1.X * m._el1.X + _el2.X * m._el2.X,
        _el0.X * m._el0.Y + _el1.X * m._el1.Y + _el2.X * m._el2.Y,
        _el0.X * m._el0.Z + _el1.X * m._el1.Z + _el2.X * m._el2.Z,
        _el0.Y * m._el0.X + _el1.Y * m._el1.X + _el2.Y * m._el2.X,
        _el0.Y * m._el0.Y + _el1.Y * m._el1.Y + _el2.Y * m._el2.Y,
        _el0.Y * m._el0.Z + _el1.Y * m._el1.Z + _el2.Y * m._el2.Z,
        _el0.Z * m._el0.X + _el1.Z * m._el1.X + _el2.Z * m._el2.X,
        _el0.Z * m._el0.Y + _el1.Z * m._el1.Y + _el2.Z * m._el2.Y,
        _el0.Z * m._el0.Z + _el1.Z * m._el1.Z + _el2.Z * m._el2.Z);

        }
Пример #25
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 public static IndexedQuaternion GetRotation(ref IndexedBasisMatrix a)
 {
     return a.GetRotation();
 }
Пример #26
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 public static void Multiply(ref IndexedVector3 vout, ref IndexedVector3 vin, ref IndexedBasisMatrix m)
 {
     vout = new IndexedVector3(m.TDotX(ref vin), m.TDotY(ref vin), m.TDotZ(ref vin));
 }
Пример #27
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 public IndexedBasisMatrix TimesTranspose(IndexedBasisMatrix m)
 {
     return new IndexedBasisMatrix(
         _el0.Dot(m._el0), _el0.Dot(m._el1), _el0.Dot(m._el2),
         _el1.Dot(m._el0), _el1.Dot(m._el1), _el1.Dot(m._el2),
         _el2.Dot(m._el0), _el2.Dot(m._el1), _el2.Dot(m._el2));
 }
Пример #28
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 public static void Multiply(ref IndexedVector3 vout, ref IndexedBasisMatrix m, ref IndexedVector3 v)
 {
     vout = new IndexedVector3(m._el0.X * v.X + m._el0.Y * v.Y + m._el0.Z * v.Z,
                               m._el1.X * v.X + m._el1.Y * v.Y + m._el1.Z * v.Z,
                               m._el2.X * v.X + m._el2.Y * v.Y + m._el2.Z * v.Z);
 }
        public void UpdateWheelTransform(int wheelIndex, bool interpolatedTransform)
        {
	        WheelInfo wheel = m_wheelInfo[ wheelIndex ];

            UpdateWheelTransformsWS(wheel,interpolatedTransform);
	        IndexedVector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS;
	        IndexedVector3 right = wheel.m_raycastInfo.m_wheelAxleWS;
	        IndexedVector3 fwd = IndexedVector3.Cross(up,right);
	        fwd.Normalize();
        //	up = right.cross(fwd);
        //	up.normalize();

	        //rotate around steering over de wheelAxleWS
	        float steering = wheel.m_steering;
        	
	        IndexedQuaternion steeringOrn = new IndexedQuaternion(up,steering);//wheel.m_steering);
            IndexedBasisMatrix steeringMat = new IndexedBasisMatrix(ref steeringOrn);

            IndexedQuaternion rotatingOrn = new IndexedQuaternion(right, -wheel.m_rotation);
            IndexedBasisMatrix rotatingMat = new IndexedBasisMatrix(ref rotatingOrn);


            IndexedBasisMatrix basis2 = new IndexedBasisMatrix(
                right.X,fwd.X,up.X,
                right.Y,fwd.Y,up.Y,
                right.Z,fwd.Z,up.Z
            );
        	
            // FIXME MAN - MATRIX ORDER
            //wheel.m_worldTransform = steeringMat * rotatingMat * basis2;
            wheel.m_worldTransform._basis = steeringMat * rotatingMat * basis2;
	        wheel.m_worldTransform._origin = 
		        wheel.m_raycastInfo.m_hardPointWS + (wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength);
       
        }
        public void CalcAngleInfo2(IndexedMatrix transA, IndexedMatrix transB, IndexedBasisMatrix invInertiaWorldA, IndexedBasisMatrix invInertiaWorldB)
		{
			CalcAngleInfo2(ref transA, ref transB, ref invInertiaWorldA, ref invInertiaWorldB);
		}
 public virtual void InternalProcessTriangleIndex(IndexedVector3[] triangle, int partId, int triangleIndex)
 {
     IndexedBasisMatrix i = new IndexedBasisMatrix();
     IndexedVector3 a = triangle[0] - m_center;
     IndexedVector3 b = triangle[1] - m_center;
     IndexedVector3 c = triangle[2] - m_center;
     float volNeg = -Math.Abs(a.Triple(ref b, ref c)) * (1.0f / 6.0f);
      for (int j = 0; j < 3; j++)
      {
         for (int k = 0; k <= j; k++)
         {
            i[j,k] = i[k,j] = volNeg * (0.1f * (a[j] * a[k] + b[j] * b[k] + c[j] * c[k])
               + 0.05f * (a[j] * b[k] + a[k] * b[j] + a[j] * c[k] + a[k] * c[j] + b[j] * c[k] + b[k] * c[j]));
         }
      }
  float i00 = -i._el0.X;
  float i11 = -i._el1.Y;
  float i22 = -i._el2.Z;
  i[0,0] = i11 + i22; 
  i[1,1] = i22 + i00; 
  i[2,2] = i00 + i11;
  m_sum._el0 += i._el0;
  m_sum._el1 += i._el1;
  m_sum._el2 += i._el2;
 }
Пример #32
0
 public IndexedMatrix(float m11, float m12, float m13, float m21, float m22, float m23, float m31, float m32, float m33, float m41, float m42, float m43)
 {
     _basis  = new IndexedBasisMatrix(m11, m12, m13, m21, m22, m23, m31, m32, m33);
     _origin = new IndexedVector3(m41, m42, m43);
 }
Пример #33
0
 public static void GetRotation(ref IndexedBasisMatrix a, out IndexedQuaternion rot)
 {
     rot = a.GetRotation();
 }
Пример #34
0
 public static IndexedBasisMatrix CreateFromAxisAngle(IndexedVector3 axis, float angle)
 {
     float num1 = axis.X;
     float num2 = axis.Y;
     float num3 = axis.Z;
     float num4 = (float)Math.Sin((double)angle);
     float num5 = (float)Math.Cos((double)angle);
     float num6 = num1 * num1;
     float num7 = num2 * num2;
     float num8 = num3 * num3;
     float num9 = num1 * num2;
     float num10 = num1 * num3;
     float num11 = num2 * num3;
     IndexedBasisMatrix ibm = new IndexedBasisMatrix(num6 + num5 * (1f - num6),
         (float)((double)num9 - (double)num5 * (double)num9 + (double)num4 * (double)num3),
         (float)((double)num10 - (double)num5 * (double)num10 - (double)num4 * (double)num2),
         (float)((double)num9 - (double)num5 * (double)num9 - (double)num4 * (double)num3),
         num7 + num5 * (1f - num7),
         (float)((double)num11 - (double)num5 * (double)num11 + (double)num4 * (double)num1),
         (float)((double)num10 - (double)num5 * (double)num10 + (double)num4 * (double)num2),
         (float)((double)num11 - (double)num5 * (double)num11 - (double)num4 * (double)num1),
         num8 + num5 * (1f - num8));
     return ibm;
 }
Пример #35
0
        public IndexedMatrix Inverse()
        {
            IndexedBasisMatrix inv = _basis.Transpose();

            return(new IndexedMatrix(inv, inv * -_origin));
        }
            public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex)
            {
                //skip self-collisions
                if ((m_partIdA == partId) && (m_triangleIndexA == triangleIndex))
                {
                    return;
                }

                //skip duplicates (disabled for now)
                //if ((m_partIdA <= partId) && (m_triangleIndexA <= triangleIndex))
                //	return;

                //search for shared vertices and edges
                int numshared = 0;
                int[] sharedVertsA = new int[] { -1, -1, -1 };
                int[] sharedVertsB = new int[] { -1, -1, -1 };

                ///skip degenerate triangles
                float crossBSqr = IndexedVector3.Cross((triangle[1] - triangle[0]), (triangle[2] - triangle[0])).LengthSquared();
                if (crossBSqr < m_triangleInfoMap.m_equalVertexThreshold)
                {
                    return;
                }

                float crossASqr = IndexedVector3.Cross((m_triangleVerticesA[1] - m_triangleVerticesA[0]), (m_triangleVerticesA[2] - m_triangleVerticesA[0])).LengthSquared();
                ///skip degenerate triangles
                if (crossASqr < m_triangleInfoMap.m_equalVertexThreshold)
                {
                    return;
                }

#if false
                printf("triangle A[0]	=	(%f,%f,%f)\ntriangle A[1]	=	(%f,%f,%f)\ntriangle A[2]	=	(%f,%f,%f)\n",
                    m_triangleVerticesA[0].GetX(),m_triangleVerticesA[0].GetY(),m_triangleVerticesA[0].GetZ(),
                    m_triangleVerticesA[1].GetX(),m_triangleVerticesA[1].GetY(),m_triangleVerticesA[1].GetZ(),
                    m_triangleVerticesA[2].GetX(),m_triangleVerticesA[2].GetY(),m_triangleVerticesA[2].GetZ());

                printf("partId=%d, triangleIndex=%d\n",partId,triangleIndex);
                printf("triangle B[0]	=	(%f,%f,%f)\ntriangle B[1]	=	(%f,%f,%f)\ntriangle B[2]	=	(%f,%f,%f)\n",
                    triangle[0].GetX(),triangle[0].GetY(),triangle[0].GetZ(),
                    triangle[1].GetX(),triangle[1].GetY(),triangle[1].GetZ(),
                    triangle[2].GetX(),triangle[2].GetY(),triangle[2].GetZ());
#endif

                for (int i = 0; i < 3; i++)
                {
                    for (int j = 0; j < 3; j++)
                    {
                        if ((m_triangleVerticesA[i] - triangle[j]).LengthSquared() < m_triangleInfoMap.m_equalVertexThreshold)
                        {
                            sharedVertsA[numshared] = i;
                            sharedVertsB[numshared] = j;
                            numshared++;
                            ///degenerate case
                            if (numshared >= 3)
                            {
                                return;
                            }
                        }
                    }
                    ///degenerate case
                    if (numshared >= 3)
                    {
                        return;
                    }
                }
                switch (numshared)
                {
                    case 0:
                        {
                            break;
                        }
                    case 1:
                        {
                            //shared vertex
                            break;
                        }
                    case 2:
                        {
                            //shared edge
                            //we need to make sure the edge is in the order V2V0 and not V0V2 so that the signs are correct
                            if (sharedVertsA[0] == 0 && sharedVertsA[1] == 2)
                            {
                                sharedVertsA[0] = 2;
                                sharedVertsA[1] = 0;
                                int tmp = sharedVertsB[1];
                                sharedVertsB[1] = sharedVertsB[0];
                                sharedVertsB[0] = tmp;
                            }

                            int hash = GetHash(m_partIdA, m_triangleIndexA);


                            TriangleInfo info = null;
                            if (m_triangleInfoMap.ContainsKey(hash))
                            {
                                info = m_triangleInfoMap[hash];
                            }
                            else
                            {
                                info = new TriangleInfo();
                                m_triangleInfoMap[hash] = info;
                            }

                            int sumvertsA = sharedVertsA[0] + sharedVertsA[1];
                            int otherIndexA = 3 - sumvertsA;


                            IndexedVector3 edge = new IndexedVector3(m_triangleVerticesA[sharedVertsA[1]] - m_triangleVerticesA[sharedVertsA[0]]);

                            TriangleShape tA = new TriangleShape(m_triangleVerticesA[0], m_triangleVerticesA[1], m_triangleVerticesA[2]);
                            int otherIndexB = 3 - (sharedVertsB[0] + sharedVertsB[1]);

                            TriangleShape tB = new TriangleShape(triangle[sharedVertsB[1]], triangle[sharedVertsB[0]], triangle[otherIndexB]);
                            //btTriangleShape tB(triangle[0],triangle[1],triangle[2]);

                            IndexedVector3 normalA;
                            IndexedVector3 normalB;
                            tA.CalcNormal(out normalA);
                            tB.CalcNormal(out normalB);
                            edge.Normalize();
                            IndexedVector3 edgeCrossA = IndexedVector3.Normalize(IndexedVector3.Cross(edge, normalA));

                            {
                                IndexedVector3 tmp = m_triangleVerticesA[otherIndexA] - m_triangleVerticesA[sharedVertsA[0]];
                                if (IndexedVector3.Dot(edgeCrossA, tmp) < 0)
                                {
                                    edgeCrossA *= -1;
                                }
                            }

                            IndexedVector3 edgeCrossB = IndexedVector3.Cross(edge, normalB).Normalized();

                            {
                                IndexedVector3 tmp = triangle[otherIndexB] - triangle[sharedVertsB[0]];
                                if (IndexedVector3.Dot(edgeCrossB, tmp) < 0)
                                {
                                    edgeCrossB *= -1;
                                }
                            }

                            float angle2 = 0;
                            float ang4 = 0.0f;

                            IndexedVector3 calculatedEdge = IndexedVector3.Cross(edgeCrossA, edgeCrossB);
                            float len2 = calculatedEdge.LengthSquared();

                            float correctedAngle = 0f;
                            IndexedVector3 calculatedNormalB = normalA;
                            bool isConvex = false;

                            if (len2 < m_triangleInfoMap.m_planarEpsilon)
                            {
                                angle2 = 0.0f;
                                ang4 = 0.0f;
                            }
                            else
                            {
                                calculatedEdge.Normalize();
                                IndexedVector3 calculatedNormalA = IndexedVector3.Cross(calculatedEdge, edgeCrossA);
                                calculatedNormalA.Normalize();
                                angle2 = GetAngle(ref calculatedNormalA, ref edgeCrossA, ref edgeCrossB);
                                ang4 = MathUtil.SIMD_PI - angle2;
                                float dotA = IndexedVector3.Dot(normalA, edgeCrossB);
                                ///@todo: check if we need some epsilon, due to floating point imprecision
                                isConvex = (dotA < 0f);

                                correctedAngle = isConvex ? ang4 : -ang4;
                                IndexedQuaternion orn2 = new IndexedQuaternion(calculatedEdge, -correctedAngle);
                                IndexedMatrix rotateMatrix = IndexedMatrix.CreateFromQuaternion(orn2);
                                calculatedNormalB = new IndexedBasisMatrix(orn2) * normalA;
                            }


                            //alternatively use 
                            //IndexedVector3 calculatedNormalB2 = quatRotate(orn,normalA);


                            switch (sumvertsA)
                            {
                                case 1:
                                    {
                                        IndexedVector3 edge1 = m_triangleVerticesA[0] - m_triangleVerticesA[1];
                                        IndexedQuaternion orn = new IndexedQuaternion(edge1, -correctedAngle);
                                        IndexedVector3 computedNormalB = MathUtil.QuatRotate(orn, normalA);
                                        float bla = IndexedVector3.Dot(computedNormalB, normalB);
                                        if (bla < 0)
                                        {
                                            computedNormalB *= -1;
                                            info.m_flags |= TriangleInfoMap.TRI_INFO_V0V1_SWAP_NORMALB;
                                        }
#if DEBUG_INTERNAL_EDGE
                                        if ((computedNormalB - normalB).Length() > 0.0001f)
                                        {
                                            System.Console.WriteLine("warning: normals not identical");
                                        }
#endif//DEBUG_INTERNAL_EDGE

                                        info.m_edgeV0V1Angle = -correctedAngle;

                                        if (isConvex)
                                        {
                                            info.m_flags |= TriangleInfoMap.TRI_INFO_V0V1_CONVEX;
                                        }
                                        break;
                                    }
                                case 2:
                                    {
                                        IndexedVector3 edge1 = m_triangleVerticesA[2] - m_triangleVerticesA[0];
                                        IndexedQuaternion orn = new IndexedQuaternion(edge1, -correctedAngle);
                                        IndexedVector3 computedNormalB = MathUtil.QuatRotate(orn, normalA);
                                        if (IndexedVector3.Dot(computedNormalB, normalB) < 0)
                                        {
                                            computedNormalB *= -1;
                                            info.m_flags |= TriangleInfoMap.TRI_INFO_V2V0_SWAP_NORMALB;
                                        }

#if DEBUG_INTERNAL_EDGE
                                        if ((computedNormalB - normalB).Length() > 0.0001)
                                        {
                                            System.Console.WriteLine("warning: normals not identical");
                                        }
#endif //DEBUG_INTERNAL_EDGE
                                        info.m_edgeV2V0Angle = -correctedAngle;
                                        if (isConvex)
                                            info.m_flags |= TriangleInfoMap.TRI_INFO_V2V0_CONVEX;
                                        break;
                                    }
                                case 3:
                                    {
                                        IndexedVector3 edge1 = m_triangleVerticesA[1] - m_triangleVerticesA[2];
                                        IndexedQuaternion orn = new IndexedQuaternion(edge1, -correctedAngle);
                                        IndexedVector3 computedNormalB = MathUtil.QuatRotate(orn, normalA);
                                        if (IndexedVector3.Dot(computedNormalB, normalB) < 0)
                                        {
                                            info.m_flags |= TriangleInfoMap.TRI_INFO_V1V2_SWAP_NORMALB;
                                            computedNormalB *= -1;
                                        }
#if DEBUG_INTERNAL_EDGE
                                        if ((computedNormalB - normalB).Length() > 0.0001)
                                        {
                                            System.Console.WriteLine("warning: normals not identical");
                                        }
#endif //DEBUG_INTERNAL_EDGE
                                        info.m_edgeV1V2Angle = -correctedAngle;

                                        if (isConvex)
                                        {
                                            info.m_flags |= TriangleInfoMap.TRI_INFO_V1V2_CONVEX;
                                        }
                                        break;
                                    }
                            }

                            break;
                        }
                    default:
                        {
                            //				printf("warning: duplicate triangle\n");
                            break;
                        }

                }
            }
Пример #37
0
 public IndexedMatrix(IndexedBasisMatrix basis, IndexedVector3 origin)
 {
     _basis  = basis;
     _origin = origin;
 }
Пример #38
0
        public static IndexedBasisMatrix Transpose(IndexedBasisMatrix IndexedMatrix)
        {
            return new IndexedBasisMatrix(IndexedMatrix._el0.X, IndexedMatrix._el1.X, IndexedMatrix._el2.X,
                IndexedMatrix._el0.Y, IndexedMatrix._el1.Y, IndexedMatrix._el2.Y,
                IndexedMatrix._el0.Z, IndexedMatrix._el1.Z, IndexedMatrix._el2.Z);

        }
Пример #39
0
 public static IndexedBasisMatrix Transpose(IndexedBasisMatrix IndexedMatrix)
 {
     return(new IndexedBasisMatrix(IndexedMatrix._Row0.X, IndexedMatrix._Row1.X, IndexedMatrix._Row2.X,
                                   IndexedMatrix._Row0.Y, IndexedMatrix._Row1.Y, IndexedMatrix._Row2.Y,
                                   IndexedMatrix._Row0.Z, IndexedMatrix._Row1.Z, IndexedMatrix._Row2.Z));
 }
Пример #40
0
 public static void Multiply(ref IndexedVector3 vout, ref IndexedVector3 vin, ref IndexedBasisMatrix m)
 {
     vout = new IndexedVector3(m.TDotX(ref vin), m.TDotY(ref vin), m.TDotZ(ref vin));
 }
Пример #41
0
 public static void Transpose(ref IndexedBasisMatrix IndexedMatrix, out IndexedBasisMatrix result)
 {
     result = new IndexedBasisMatrix(IndexedMatrix._el0.X, IndexedMatrix._el1.X, IndexedMatrix._el2.X,
         IndexedMatrix._el0.Y, IndexedMatrix._el1.Y, IndexedMatrix._el2.Y,
         IndexedMatrix._el0.Z, IndexedMatrix._el1.Z, IndexedMatrix._el2.Z);
 }
Пример #42
0
 public static void CreateRotationZ(float radians, out IndexedMatrix result)
 {
     result._basis  = IndexedBasisMatrix.CreateRotationZ(radians);
     result._origin = new IndexedVector3(0, 0, 0);
 }
Пример #43
0
        //! Calc the transformation relative  1 to 0. Inverts matrics by transposing
        public void CalcFromHomogenic(ref IndexedMatrix trans0, ref IndexedMatrix trans1)
        {
            IndexedMatrix temp_trans = trans0.Inverse();
            temp_trans = temp_trans * trans1;

            m_T1to0 = temp_trans._origin;
            m_R1to0 = temp_trans._basis;

            CalcAbsoluteMatrix();
        }
Пример #44
0
 public static void Multiply(ref IndexedVector3 vout, ref IndexedBasisMatrix m, ref IndexedVector3 v)
 {
     vout = new IndexedVector3(m._el0.X * v.X + m._el0.Y * v.Y + m._el0.Z * v.Z,
     m._el1.X * v.X + m._el1.Y * v.Y + m._el1.Z * v.Z,
     m._el2.X * v.X + m._el2.Y * v.Y + m._el2.Z * v.Z);
 }
        public void GetInfo2NonVirtual(ConstraintInfo2 info, IndexedMatrix transA, IndexedMatrix transB, IndexedBasisMatrix invInertiaWorldA, IndexedBasisMatrix invInertiaWorldB)
		{
			CalcAngleInfo2(ref transA, ref transB, ref invInertiaWorldA, ref invInertiaWorldB);

            Debug.Assert(!m_useSolveConstraintObsolete);


			// set jacobian
			info.m_solverConstraints[0].m_contactNormal.X = 1f;
			info.m_solverConstraints[1].m_contactNormal.Y = 1f;
			info.m_solverConstraints[2].m_contactNormal.Z = 1f;

			IndexedVector3 a1 = transA._basis * m_rbAFrame._origin;
			{
				IndexedVector3 a1neg = -a1;
				MathUtil.GetSkewSymmetricMatrix(ref a1neg,
					out info.m_solverConstraints[0].m_relpos1CrossNormal,
					out info.m_solverConstraints[1].m_relpos1CrossNormal,
					out info.m_solverConstraints[2].m_relpos1CrossNormal);
			}

            IndexedVector3 a2 = transB._basis * m_rbBFrame._origin;
			{
				MathUtil.GetSkewSymmetricMatrix(ref a2,
					out info.m_solverConstraints[0].m_relpos2CrossNormal,
					out info.m_solverConstraints[1].m_relpos2CrossNormal,
					out info.m_solverConstraints[2].m_relpos2CrossNormal);
			}

			// set right hand side
			float linERP = ((m_flags & (int)ConeTwistFlags.BT_CONETWIST_FLAGS_LIN_ERP) != 0) ? m_linERP : info.erp;
			float k = info.fps * linERP;

			for (int j = 0; j < 3; j++)
			{
				info.m_solverConstraints[j].m_rhs = k * (a2[j] + transB._origin[j] - a1[j] - transA._origin[j]);
				info.m_solverConstraints[j].m_lowerLimit = -MathUtil.SIMD_INFINITY;
				info.m_solverConstraints[j].m_upperLimit = MathUtil.SIMD_INFINITY;
				if ((m_flags & (int)ConeTwistFlags.BT_CONETWIST_FLAGS_LIN_CFM) != 0)
				{
					info.m_solverConstraints[j].m_cfm = m_linCFM;
				}
			}
			int row = 3;

			IndexedVector3 ax1;
			// angular limits
			if (m_solveSwingLimit)
			{
				if ((m_swingSpan1 < m_fixThresh) && (m_swingSpan2 < m_fixThresh))
				{
					IndexedMatrix trA = transA *  m_rbAFrame;

					IndexedVector3 p = trA._basis.GetColumn(1);
					IndexedVector3 q = trA._basis.GetColumn(2);
					info.m_solverConstraints[row].m_relpos1CrossNormal = p;
					info.m_solverConstraints[row + 1].m_relpos1CrossNormal = q;
					info.m_solverConstraints[row].m_relpos2CrossNormal = -p;
					info.m_solverConstraints[row + 1].m_relpos2CrossNormal = -q;

					float fact = info.fps * m_relaxationFactor;
					info.m_solverConstraints[row].m_rhs = fact * m_swingAxis.Dot(ref p);
					info.m_solverConstraints[row + 1].m_rhs = fact * m_swingAxis.Dot(ref q);
					info.m_solverConstraints[row].m_lowerLimit = -MathUtil.SIMD_INFINITY;
					info.m_solverConstraints[row].m_upperLimit = MathUtil.SIMD_INFINITY;
					info.m_solverConstraints[row + 1].m_lowerLimit = -MathUtil.SIMD_INFINITY;
					info.m_solverConstraints[row + 1].m_upperLimit = MathUtil.SIMD_INFINITY;
					row += 2;
				}
				else
				{
					ax1 = m_swingAxis * m_relaxationFactor * m_relaxationFactor;
					info.m_solverConstraints[row].m_relpos1CrossNormal = ax1;
					info.m_solverConstraints[row].m_relpos2CrossNormal = -ax1;

					float k1 = info.fps * m_biasFactor;

					info.m_solverConstraints[row].m_rhs = k1 * m_swingCorrection;
					if ((m_flags & (int)ConeTwistFlags.BT_CONETWIST_FLAGS_ANG_CFM) != 0)
					{
						info.m_solverConstraints[row].m_cfm = m_angCFM;
					}
					// m_swingCorrection is always positive or 0
					info.m_solverConstraints[row].m_lowerLimit = 0;
					info.m_solverConstraints[row].m_upperLimit = MathUtil.SIMD_INFINITY;
					++row;
				}
			}
			if (m_solveTwistLimit)
			{
				ax1 = m_twistAxis * m_relaxationFactor * m_relaxationFactor;
				info.m_solverConstraints[row].m_relpos1CrossNormal = ax1;
				info.m_solverConstraints[row].m_relpos2CrossNormal = -ax1;
				float k1 = info.fps * m_biasFactor;
				info.m_solverConstraints[row].m_rhs = k1 * m_twistCorrection;
				if ((m_flags & (int)ConeTwistFlags.BT_CONETWIST_FLAGS_ANG_CFM) != 0)
				{
					info.m_solverConstraints[row].m_cfm = m_angCFM;
				}

				if (m_twistSpan > 0.0f)
				{
					if (m_twistCorrection > 0.0f)
					{
						info.m_solverConstraints[row].m_lowerLimit = 0;
						info.m_solverConstraints[row].m_upperLimit = MathUtil.SIMD_INFINITY;
					}
					else
					{
						info.m_solverConstraints[row].m_lowerLimit = -MathUtil.SIMD_INFINITY;
						info.m_solverConstraints[row].m_upperLimit = 0;
					}
				}
				else
				{
					info.m_solverConstraints[row].m_lowerLimit = -MathUtil.SIMD_INFINITY;
					info.m_solverConstraints[row].m_upperLimit = MathUtil.SIMD_INFINITY;
				}
				++row;
			}

			if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugConstraints)
			{
                //PrintInfo2(BulletGlobals.g_streamWriter, this, info);
			}

		}
Пример #46
0
 public static void CreateRotationZ(float radians, out IndexedBasisMatrix _basis)
 {
     float num1 = (float)Math.Cos((double)radians);
     float num2 = (float)Math.Sin((double)radians);
     _basis._el0 = new IndexedVector3(num1, num2, 0);
     _basis._el1 = new IndexedVector3(-num2, num1, 0);
     _basis._el2 = new IndexedVector3(0, 0, 1);
 }
Пример #47
0
 public static void CreateScale(float scale, out IndexedMatrix result)
 {
     result        = IndexedMatrix.Identity;
     result._basis = IndexedBasisMatrix.CreateScale(new IndexedVector3(scale));
 }
Пример #48
0
	    //
	    // solve unilateral raint (equality, direct method)
	    //
        public void ResolveUnilateralPairConstraint(RigidBody body0, RigidBody body1, ref IndexedBasisMatrix world2A,
                            ref IndexedBasisMatrix world2B,
                            ref IndexedVector3 invInertiaADiag,
                            float invMassA,
                            ref IndexedVector3 linvelA, ref IndexedVector3 angvelA,
                            ref IndexedVector3 rel_posA1,
                            ref IndexedVector3 invInertiaBDiag,
                            float invMassB,
                            ref IndexedVector3 linvelB, ref IndexedVector3 angvelB,
                            ref IndexedVector3 rel_posA2,
                            float depthA, ref IndexedVector3 normalA,
                            ref IndexedVector3 rel_posB1, ref IndexedVector3 rel_posB2,
                            float depthB, ref IndexedVector3 normalB,
                            out float imp0, out float imp1)
        {
            //(void)linvelA;
            //(void)linvelB;
            //(void)angvelB;
            //(void)angvelA;

	        imp0 = 0f;
	        imp1 = 0f;

	        float len = Math.Abs(normalA.Length()) - 1f;
	        if (Math.Abs(len) >= MathUtil.SIMD_EPSILON)
		        return;

	        Debug.Assert(len < MathUtil.SIMD_EPSILON);

	        //this jacobian entry could be re-used for all iterations
	        JacobianEntry jacA = new JacobianEntry(ref world2A,ref world2B,ref rel_posA1,ref rel_posA2,ref normalA,ref invInertiaADiag,invMassA,
		        ref invInertiaBDiag,invMassB);
	        JacobianEntry jacB = new JacobianEntry(ref world2A,ref world2B,ref rel_posB1,ref rel_posB2,ref normalB,ref invInertiaADiag,invMassA,
		        ref invInertiaBDiag,invMassB);
        	
	        // float vel0 = jacA.getRelativeVelocity(linvelA,angvelA,linvelB,angvelB);
	        // float vel1 = jacB.getRelativeVelocity(linvelA,angvelA,linvelB,angvelB);

	        float vel0 = IndexedVector3.Dot(normalA,(body0.GetVelocityInLocalPoint(ref rel_posA1)-body1.GetVelocityInLocalPoint(ref rel_posA1)));
	        float vel1 = IndexedVector3.Dot(normalB,(body0.GetVelocityInLocalPoint(ref rel_posB1)-body1.GetVelocityInLocalPoint(ref rel_posB1)));

        //	float penetrationImpulse = (depth*contactTau*timeCorrection)  * massTerm;//jacDiagABInv
	        float massTerm = 1f / (invMassA + invMassB);


	        // calculate rhs (or error) terms
	        float dv0 = depthA  * m_tau * massTerm - vel0 * m_damping;
	        float dv1 = depthB  * m_tau * massTerm - vel1 * m_damping;


	        // dC/dv * dv = -C
        	
	        // jacobian * impulse = -error
	        //

	        //impulse = jacobianInverse * -error

	        // inverting 2x2 symmetric system (offdiagonal are equal!)
	        // 


	        float nonDiag = jacA.GetNonDiagonal(jacB,invMassA,invMassB);
	        float invDet = 1f / (jacA.GetDiagonal() * jacB.GetDiagonal() - nonDiag * nonDiag );
        	
	        //imp0 = dv0 * jacA.getDiagonal() * invDet + dv1 * -nonDiag * invDet;
	        //imp1 = dv1 * jacB.getDiagonal() * invDet + dv0 * - nonDiag * invDet;

	        imp0 = dv0 * jacA.GetDiagonal() * invDet + dv1 * -nonDiag * invDet;
	        imp1 = dv1 * jacB.GetDiagonal() * invDet + dv0 * - nonDiag * invDet;

	        //[a b]								  [d -c]
	        //[c d] inverse = (1 / determinant) * [-b a] where determinant is (ad - bc)

	        //[jA nD] * [imp0] = [dv0]
	        //[nD jB]   [imp1]   [dv1]
        }
        public static bool ClampNormal(ref IndexedVector3 edge, ref IndexedVector3 tri_normal_org, ref IndexedVector3 localContactNormalOnB, float correctedEdgeAngle, out IndexedVector3 clampedLocalNormal)
        {
            IndexedVector3 tri_normal = tri_normal_org;
            //we only have a local triangle normal, not a local contact normal . only normal in world space...
            //either compute the current angle all in local space, or all in world space

            IndexedVector3 edgeCross = IndexedVector3.Cross(edge, tri_normal).Normalized();
            float curAngle = GetAngle(ref edgeCross, ref tri_normal, ref localContactNormalOnB);

            if (correctedEdgeAngle < 0)
            {
                if (curAngle < correctedEdgeAngle)
                {
                    float diffAngle = correctedEdgeAngle - curAngle;
                    IndexedQuaternion rotation = new IndexedQuaternion(edge, diffAngle);
                    clampedLocalNormal = new IndexedBasisMatrix(rotation) * localContactNormalOnB;
                    return true;
                }
            }

            if (correctedEdgeAngle >= 0)
            {
                if (curAngle > correctedEdgeAngle)
                {
                    float diffAngle = correctedEdgeAngle - curAngle;
                    IndexedQuaternion rotation = new IndexedQuaternion(edge, diffAngle);
                    clampedLocalNormal = new IndexedBasisMatrix(rotation) * localContactNormalOnB;
                    return true;
                }
            }
            clampedLocalNormal = IndexedVector3.Zero;
            return false;
        }
Пример #50
0
	    public void UpdateInertiaTensor()
        {
#if DEBUG        
			if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugRigidBody)
            {
                BulletGlobals.g_streamWriter.WriteLine(String.Format("[{0}] RigidBody updateInertiaTensor",(String)m_userObjectPointer));
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "invInertiaLocal", m_invInertiaLocal);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, m_worldTransform);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, m_worldTransform._basis.Scaled(ref m_invInertiaLocal));
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, m_worldTransform._basis.Transpose());
            }
#endif            
            m_invInertiaTensorWorld = m_worldTransform._basis.Scaled(ref m_invInertiaLocal) * m_worldTransform._basis.Transpose();
#if DEBUG
			if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugRigidBody)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter,m_invInertiaTensorWorld);
            }
#endif
        }
        ///computes the exact moment of inertia and the transform from the coordinate system defined by the principal axes of the moment of inertia
        ///and the center of mass to the current coordinate system. "masses" points to an array of masses of the children. The resulting transform
        ///"principal" has to be applied inversely to all children transforms in order for the local coordinate system of the compound
        ///shape to be centered at the center of mass and to coincide with the principal axes. This also necessitates a correction of the world transform
        ///of the collision object by the principal transform.
        public void CalculatePrincipalAxisTransform(IList<float> masses, ref IndexedMatrix principal, out IndexedVector3 inertia)
        {
            int n = m_children.Count;

            float totalMass = 0;
            IndexedVector3 center = IndexedVector3.Zero;

            for (int k = 0; k < n; k++)
            {
                Debug.Assert(masses[k] > 0f);
                center += m_children[k].m_transform._origin * masses[k];
                totalMass += masses[k];
            }

            Debug.Assert(totalMass > 0f);
            center /= totalMass;
            principal._origin = center;

            IndexedBasisMatrix tensor = new IndexedBasisMatrix();
            for (int k = 0; k < n; k++)
            {
                IndexedVector3 i;
                m_children[k].m_childShape.CalculateLocalInertia(masses[k], out i);

                IndexedMatrix t = m_children[k].m_transform;
                IndexedVector3 o = t._origin - center;

                //compute inertia tensor in coordinate system of compound shape
                IndexedBasisMatrix j = t._basis.Transpose();
                j._el0 *= i.X;
                j._el1 *= i.Y;
                j._el2 *= i.Z;
                j = t._basis * j;

                //add inertia tensor
                tensor._el0 += j._el0;
                tensor._el1 += j._el1;
                tensor._el2 += j._el2;
                //tensor += j;

                //compute inertia tensor of pointmass at o
                float o2 = o.LengthSquared();
                j._el0 = new IndexedVector3(o2, 0, 0);
                j._el1 = new IndexedVector3(0, o2, 0);
                j._el2 = new IndexedVector3(0, 0, o2);

                j._el0 += o * -o.X;
                j._el1 += o * -o.Y;
                j._el2 += o * -o.Z;

                //add inertia tensor of pointmass
                tensor._el0 += masses[k] * j._el0;
                tensor._el1 += masses[k] * j._el1;
                tensor._el2 += masses[k] * j._el2;
            }
            tensor.Diagonalize(out principal, 0.00001f, 20);
            inertia = new IndexedVector3(tensor._el0.X, tensor._el1.Y, tensor._el2.Z);
        }
Пример #52
0
 public static void CreateScale(ref IndexedVector3 scales, out IndexedMatrix result)
 {
     result        = IndexedMatrix.Identity;
     result._basis = IndexedBasisMatrix.CreateScale(scales);
 }