示例#1
0
 void PlaneSpace1(BulletSharp.Vector3 n, out BulletSharp.Vector3 p, out BulletSharp.Vector3 q)
 {
     if (Math.Abs(n[2]) > (Math.Sqrt(2) / 2))
     {
         // choose p in y-z plane
         float a = n[1] * n[1] + n[2] * n[2];
         float k = 1.0f / (float)Math.Sqrt(a);
         p = new BulletSharp.Vector3(0, -n[2] * k, n[1] * k);
         // set q = n x p
         q = BulletSharp.Vector3.Cross(n, p);
     }
     else
     {
         // choose p in x-y plane
         float a = n[0] * n[0] + n[1] * n[1];
         float k = 1.0f / (float)Math.Sqrt(a);
         p = new BulletSharp.Vector3(-n[1] * k, n[0] * k, 0);
         // set q = n x p
         q = BulletSharp.Vector3.Cross(n, p);
     }
 }
示例#2
0
        public void RenderSoftBody(SoftBody softBody)
        {
            Cull cullMode = device.GetRenderState <Cull>(RenderState.CullMode);

            device.SetRenderState(RenderState.CullMode, Cull.None);

            AlignedFaceArray faces = softBody.Faces;
            int faceCount          = faces.Count;

            if (faceCount > 0)
            {
                PositionedNormal[] vectors = new PositionedNormal[faceCount * 6];
                int v = 0;

                int i;
                for (i = 0; i < faceCount; i++)
                {
                    NodePtrArray nodes = faces[i].N;
                    Node         n0    = nodes[0];
                    Node         n1    = nodes[1];
                    Node         n2    = nodes[2];
                    n0.GetX(out vectors[v].Position);
                    n0.GetNormal(out vectors[v].Normal);
                    n1.GetX(out vectors[v + 1].Position);
                    n1.GetNormal(out vectors[v + 1].Normal);
                    n2.GetX(out vectors[v + 2].Position);
                    n2.GetNormal(out vectors[v + 2].Normal);
                    v += 3;
                }

                device.VertexFormat = VertexFormat.PositionNormal;
                device.DrawUserPrimitives(PrimitiveType.TriangleList, faces.Count, vectors);
            }
            else
            {
                AlignedTetraArray tetras = softBody.Tetras;
                int tetraCount           = tetras.Count;

                if (tetraCount > 0)
                {
                    PositionedNormal[] vectors = new PositionedNormal[tetraCount * 12];
                    int v = 0;

                    for (int i = 0; i < tetraCount; i++)
                    {
                        NodePtrArray        nodes = tetras[i].Nodes;
                        BulletSharp.Vector3 v0    = nodes[0].X;
                        BulletSharp.Vector3 v1    = nodes[1].X;
                        BulletSharp.Vector3 v2    = nodes[2].X;
                        BulletSharp.Vector3 v3    = nodes[3].X;
                        BulletSharp.Vector3 v10   = v1 - v0;
                        BulletSharp.Vector3 v02   = v0 - v2;

                        BulletSharp.Vector3 normal = BulletSharp.Vector3.Cross(v10, v02);
                        normal.Normalize();
                        vectors[v].Position     = v0;
                        vectors[v].Normal       = normal;
                        vectors[v + 1].Position = v1;
                        vectors[v + 1].Normal   = normal;
                        vectors[v + 2].Position = v2;
                        vectors[v + 2].Normal   = normal;

                        normal = BulletSharp.Vector3.Cross(v10, v3 - v0);
                        normal.Normalize();
                        vectors[v + 3].Position = v0;
                        vectors[v + 3].Normal   = normal;
                        vectors[v + 4].Position = v1;
                        vectors[v + 4].Normal   = normal;
                        vectors[v + 5].Position = v3;
                        vectors[v + 5].Normal   = normal;

                        normal = BulletSharp.Vector3.Cross(v2 - v1, v3 - v1);
                        normal.Normalize();
                        vectors[v + 6].Position = v1;
                        vectors[v + 6].Normal   = normal;
                        vectors[v + 7].Position = v2;
                        vectors[v + 7].Normal   = normal;
                        vectors[v + 8].Position = v3;
                        vectors[v + 8].Normal   = normal;

                        normal = BulletSharp.Vector3.Cross(v02, v3 - v2);
                        normal.Normalize();
                        vectors[v + 9].Position  = v2;
                        vectors[v + 9].Normal    = normal;
                        vectors[v + 10].Position = v0;
                        vectors[v + 10].Normal   = normal;
                        vectors[v + 11].Position = v3;
                        vectors[v + 11].Normal   = normal;
                        v += 12;
                    }
                    device.VertexFormat = VertexFormat.PositionNormal;
                    device.DrawUserPrimitives(PrimitiveType.TriangleList, tetraCount * 4, vectors);
                }
                else if (softBody.Links.Count > 0)
                {
                    AlignedLinkArray links = softBody.Links;
                    int linkCount          = links.Count;
                    int linkColor          = System.Drawing.Color.Black.ToArgb();

                    device.VertexFormat = VertexFormat.Position | VertexFormat.Diffuse;

                    PositionColored[] linkArray = new PositionColored[linkCount * 2];

                    for (int i = 0; i < linkCount; i++)
                    {
                        Link link = links[i];
                        linkArray[i * 2].Position     = link.Nodes[0].X;
                        linkArray[i * 2].Color        = linkColor;
                        linkArray[i * 2 + 1].Position = link.Nodes[1].X;
                        linkArray[i * 2 + 1].Color    = linkColor;
                    }
                    device.DrawUserPrimitives(PrimitiveType.LineList, links.Count, linkArray);
                }
            }

            device.SetRenderState(RenderState.CullMode, cullMode);
        }