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diff --git a/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/CylinderShapeZ.cs b/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/CylinderShapeZ.cs
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1/*
2 Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru
3 Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22using System;
23using System.Collections.Generic;
24using System.Text;
25using MonoXnaCompactMaths;
26
27namespace XnaDevRu.BulletX
28{
29 public class CylinderShapeZ : CylinderShape
30 {
31 public CylinderShapeZ(Vector3 halfExtents)
32 : base(halfExtents) { }
33
34 public override int UpAxis
35 {
36 get
37 {
38 return 2;
39 }
40 }
41
42 public override float Radius
43 {
44 get
45 {
46 return HalfExtents.X;
47 }
48 }
49
50 //debugging
51 public override string Name
52 {
53 get
54 {
55 return "CylinderZ";
56 }
57 }
58
59 public override Vector3 LocalGetSupportingVertexWithoutMargin(Vector3 vec)
60 {
61 return CylinderLocalSupportZ(HalfExtents, vec);
62 }
63
64 public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(Vector3[] vectors, Vector3[] supportVerticesOut)
65 {
66 for (int i = 0; i < vectors.Length; i++)
67 {
68 supportVerticesOut[i] = CylinderLocalSupportZ(HalfExtents, vectors[i]);
69 }
70 }
71
72 Vector3 CylinderLocalSupportZ(Vector3 halfExtents, Vector3 v)
73 {
74 //mapping depends on how cylinder local orientation is
75 // extents of the cylinder is: X,Y is for radius, and Z for height
76 float radius = halfExtents.X;
77 float halfHeight = halfExtents.Z;
78
79 Vector3 tmp = new Vector3();
80 float d;
81
82 float s = (float)Math.Sqrt(v.X * v.X + v.Y * v.Y);
83 if (s != 0)
84 {
85 d = radius / s;
86 tmp.X = v.X * d;
87 tmp.Z = v.Z < 0 ? -halfHeight : halfHeight;
88 tmp.Y = v.Y * d;
89 return tmp;
90 }
91 else
92 {
93 tmp.X = radius;
94 tmp.Z = v.Z < 0 ? -halfHeight : halfHeight;
95 tmp.Y = 0;
96 return tmp;
97 }
98 }
99 }
100}