Пример #1
0
  @Override
  public void getAabb(Transform t, Vector3 aabbMin, Vector3 aabbMax) {
    Stack stack = Stack.enter();
    Vector3 tmp = stack.allocVector3();

    Vector3 halfExtents = stack.allocVector3();
    halfExtents.set(getRadius(), getRadius(), getRadius());
    VectorUtil.setCoord(halfExtents, upAxis, getRadius() + getHalfHeight());

    halfExtents.x += getMargin();
    halfExtents.y += getMargin();
    halfExtents.z += getMargin();

    Matrix3 abs_b = stack.allocMatrix3();
    abs_b.set(t.basis);
    MatrixUtil.absolute(abs_b);

    Vector3 center = t.origin;
    Vector3 extent = stack.allocVector3();

    MatrixUtil.getRow(abs_b, 0, tmp);
    extent.x = tmp.dot(halfExtents);
    MatrixUtil.getRow(abs_b, 1, tmp);
    extent.y = tmp.dot(halfExtents);
    MatrixUtil.getRow(abs_b, 2, tmp);
    extent.z = tmp.dot(halfExtents);

    aabbMin.set(center).sub(extent);
    aabbMax.set(center).add(extent);
    stack.leave();
  }
Пример #2
0
  @Override
  public void calculateLocalInertia(float mass, Vector3 inertia) {
    // as an approximation, take the inertia of the box that bounds the spheres

    Stack stack = Stack.enter();
    Transform ident = stack.allocTransform();
    ident.setIdentity();

    float radius = getRadius();

    Vector3 halfExtents = stack.allocVector3();
    halfExtents.set(radius, radius, radius);
    VectorUtil.setCoord(halfExtents, getUpAxis(), radius + getHalfHeight());

    float margin = BulletGlobals.CONVEX_DISTANCE_MARGIN;

    float lx = 2f * (halfExtents.x + margin);
    float ly = 2f * (halfExtents.y + margin);
    float lz = 2f * (halfExtents.z + margin);
    float x2 = lx * lx;
    float y2 = ly * ly;
    float z2 = lz * lz;
    float scaledmass = mass * 0.08333333f;

    inertia.x = scaledmass * (y2 + z2);
    inertia.y = scaledmass * (x2 + z2);
    inertia.z = scaledmass * (x2 + y2);
    stack.leave();
  }
Пример #3
0
  @Override
  public Vector3 localGetSupportingVertexWithoutMargin(Vector3 vec0, Vector3 out) {
    Stack stack = Stack.enter();
    Vector3 supVec = out;
    supVec.set(0f, 0f, 0f);

    float maxDot = -1e30f;

    Vector3 vec = stack.alloc(vec0);
    float lenSqr = vec.len2();
    if (lenSqr < 0.0001f) {
      vec.set(1f, 0f, 0f);
    } else {
      float rlen = 1f / (float) Math.sqrt(lenSqr);
      vec.scl(rlen);
    }

    Vector3 vtx = stack.allocVector3();
    float newDot;

    float radius = getRadius();

    Vector3 tmp1 = stack.allocVector3();
    Vector3 tmp2 = stack.allocVector3();
    Vector3 pos = stack.allocVector3();

    {
      pos.set(0f, 0f, 0f);
      VectorUtil.setCoord(pos, getUpAxis(), getHalfHeight());

      VectorUtil.mul(tmp1, vec, localScaling);
      tmp1.scl(radius);
      tmp2.set(vec).scl(getMargin());
      vtx.set(pos).add(tmp1);
      vtx.sub(tmp2);
      newDot = vec.dot(vtx);
      if (newDot > maxDot) {
        maxDot = newDot;
        supVec.set(vtx);
      }
    }
    {
      pos.set(0f, 0f, 0f);
      VectorUtil.setCoord(pos, getUpAxis(), -getHalfHeight());

      VectorUtil.mul(tmp1, vec, localScaling);
      tmp1.scl(radius);
      tmp2.set(vec).scl(getMargin());
      vtx.set(pos).add(tmp1);
      vtx.sub(tmp2);
      newDot = vec.dot(vtx);
      if (newDot > maxDot) {
        maxDot = newDot;
        supVec.set(vtx);
      }
    }
    stack.leave();
    return out;
  }