public void Test_Matrix()
        {
            var bullet = new BulletSharp.Matrix ();
            bullet.M11 = 1;
            bullet.M12 = 2;
            bullet.M13 = 3;
            bullet.M14 = 4;
            bullet.M21 = 5;
            bullet.M22 = 6;
            bullet.M23 = 7;
            bullet.M24 = 8;
            bullet.M31 = 9;
            bullet.M32 = 10;
            bullet.M33 = 11;
            bullet.M34 = 12;
            bullet.M41 = 13;
            bullet.M42 = 14;
            bullet.M43 = 15;
            bullet.M44 = 16;
            var dd = new Matrix4x4(1,5,9,13,
                                   2,6,10,14,
                                   3,7,11,15,
                                   4,8,12,16);

            Assert.AreEqual (dd, bullet.ToDD());
            Assert.AreEqual (bullet, dd.ToBullet ());
        }
示例#2
0
 public static Matrix4 Convert(ref BulletSharp.Matrix m)
 {
     return(new Matrix4(
                m.M11, m.M12, m.M13, m.M14,
                m.M21, m.M22, m.M23, m.M24,
                m.M31, m.M32, m.M33, m.M34,
                m.M41, m.M42, m.M43, m.M44));
 }
示例#3
0
 public static BulletSharp.Matrix Convert(ref Matrix4 m)
 {
     BulletSharp.Matrix r = new BulletSharp.Matrix();
     r.M11 = m.M11; r.M12 = m.M12; r.M13 = m.M13; r.M14 = m.M14;
     r.M21 = m.M21; r.M22 = m.M22; r.M23 = m.M23; r.M24 = m.M24;
     r.M31 = m.M31; r.M32 = m.M32; r.M33 = m.M33; r.M34 = m.M34;
     r.M41 = m.M41; r.M42 = m.M42; r.M43 = m.M43; r.M44 = m.M44;
     return(r);
 }
示例#4
0
 public static BulletSharp.Matrix Convert(Matrix m)
 {
     BulletSharp.Matrix r = new BulletSharp.Matrix();
     r.M11 = m.M11; r.M12 = m.M12; r.M13 = m.M13; r.M14 = m.M14;
     r.M21 = m.M21; r.M22 = m.M22; r.M23 = m.M23; r.M24 = m.M24;
     r.M31 = m.M31; r.M32 = m.M32; r.M33 = m.M33; r.M34 = m.M34;
     r.M41 = m.M41; r.M42 = m.M42; r.M43 = m.M43; r.M44 = m.M44;
     return r;
 }
	void Start ()
	{
		Matrix4x4 unityMatrix = Matrix4x4.TRS (transform.localPosition, transform.localRotation, UnityEngine.Vector3.one);
		BulletSharp.Matrix bulletMatrix = new BulletSharp.Matrix (
			unityMatrix.m00, unityMatrix.m10, unityMatrix.m20, unityMatrix.m30, 
			unityMatrix.m01, unityMatrix.m11, unityMatrix.m21, unityMatrix.m31, 
			unityMatrix.m02, unityMatrix.m12, unityMatrix.m22, unityMatrix.m32, 
			unityMatrix.m03, unityMatrix.m13, unityMatrix.m23, unityMatrix.m33);
		BtCompoundShape c = transform.parent.GetComponent<BtCompoundShape> ();
		c.AddChildShape (bulletMatrix, shape.Shape);
	}
 /// <summary>
 /// DDの行列をBulletPhysicsの行列に変更
 /// </summary>
 /// <param name="m">DDの行列</param>
 /// <returns>BulletPhysicsの行列</returns>
 public static BulletSharp.Matrix ToBullet(this Matrix4x4 m)
 {
     var mat = new BulletSharp.Matrix ();
     mat.M11 = m[0];
     mat.M12 = m[4];
     mat.M13 = m[8];
     mat.M14 = m[12];
     mat.M21 = m[1];
     mat.M22 = m[5];
     mat.M23 = m[9];
     mat.M24 = m[13];
     mat.M31 = m[2];
     mat.M32 = m[6];
     mat.M33 = m[10];
     mat.M34 = m[14];
     mat.M41 = m[3];
     mat.M42 = m[7];
     mat.M43 = m[11];
     mat.M44 = m[15];
     return mat;
 }