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-rw-r--r--libraries/ModifiedBulletX/ModifiedBulletX/LinearMath/DefaultMotionState.cs132
1 files changed, 66 insertions, 66 deletions
diff --git a/libraries/ModifiedBulletX/ModifiedBulletX/LinearMath/DefaultMotionState.cs b/libraries/ModifiedBulletX/ModifiedBulletX/LinearMath/DefaultMotionState.cs
index 2a45a20..73dc675 100644
--- a/libraries/ModifiedBulletX/ModifiedBulletX/LinearMath/DefaultMotionState.cs
+++ b/libraries/ModifiedBulletX/ModifiedBulletX/LinearMath/DefaultMotionState.cs
@@ -1,66 +1,66 @@
1/* 1/*
2 Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru 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 3 Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
4 4
5 This software is provided 'as-is', without any express or implied 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 6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software. 7 arising from the use of this software.
8 8
9 Permission is granted to anyone to use this software for any purpose, 9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it 10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions: 11 freely, subject to the following restrictions:
12 12
13 1. The origin of this software must not be misrepresented; you must not 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 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 15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required. 16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be 17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software. 18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution. 19 3. This notice may not be removed or altered from any source distribution.
20*/ 20*/
21 21
22using System; 22using System;
23using System.Collections.Generic; 23using System.Collections.Generic;
24using System.Text; 24using System.Text;
25using MonoXnaCompactMaths; 25using MonoXnaCompactMaths;
26 26
27namespace XnaDevRu.BulletX 27namespace XnaDevRu.BulletX
28{ 28{
29 // DefaultMotionState provides a common implementation to synchronize world transforms with offsets 29 // DefaultMotionState provides a common implementation to synchronize world transforms with offsets
30 public class DefaultMotionState : MotionState 30 public class DefaultMotionState : MotionState
31 { 31 {
32 private Matrix _graphicsWorldTransform; 32 private Matrix _graphicsWorldTransform;
33 private Matrix _centerOfMassOffset; 33 private Matrix _centerOfMassOffset;
34 private Matrix _startWorldTransform; 34 private Matrix _startWorldTransform;
35 private object _userData; 35 private object _userData;
36 36
37 public DefaultMotionState() 37 public DefaultMotionState()
38 : this(Matrix.Identity, Matrix.Identity) { } 38 : this(Matrix.Identity, Matrix.Identity) { }
39 39
40 public DefaultMotionState(Matrix startTransform, Matrix centerOfMassOffset) 40 public DefaultMotionState(Matrix startTransform, Matrix centerOfMassOffset)
41 { 41 {
42 _graphicsWorldTransform = startTransform; 42 _graphicsWorldTransform = startTransform;
43 _centerOfMassOffset = centerOfMassOffset; 43 _centerOfMassOffset = centerOfMassOffset;
44 _startWorldTransform = startTransform; 44 _startWorldTransform = startTransform;
45 } 45 }
46 46
47 public Matrix GraphicsWorldTransform { get { return _graphicsWorldTransform; } set { _graphicsWorldTransform = value; } } 47 public Matrix GraphicsWorldTransform { get { return _graphicsWorldTransform; } set { _graphicsWorldTransform = value; } }
48 public Matrix CenterOfMassOffset { get { return _centerOfMassOffset; } set { _centerOfMassOffset = value; } } 48 public Matrix CenterOfMassOffset { get { return _centerOfMassOffset; } set { _centerOfMassOffset = value; } }
49 public Matrix StartWorldTransform { get { return _startWorldTransform; } set { _startWorldTransform = value; } } 49 public Matrix StartWorldTransform { get { return _startWorldTransform; } set { _startWorldTransform = value; } }
50 public object UserData { get { return _userData; } set { _userData = value; } } 50 public object UserData { get { return _userData; } set { _userData = value; } }
51 51
52 // synchronizes world transform from user to physics 52 // synchronizes world transform from user to physics
53 public override void GetWorldTransform(out Matrix centerOfMassWorldTrans) 53 public override void GetWorldTransform(out Matrix centerOfMassWorldTrans)
54 { 54 {
55 centerOfMassWorldTrans = MathHelper.InvertMatrix(_centerOfMassOffset) * _graphicsWorldTransform; 55 centerOfMassWorldTrans = MathHelper.InvertMatrix(_centerOfMassOffset) * _graphicsWorldTransform;
56 } 56 }
57 57
58 // synchronizes world transform from physics to user 58 // synchronizes world transform from physics to user
59 // Bullet only calls the update of worldtransform for active objects 59 // Bullet only calls the update of worldtransform for active objects
60 public override void SetWorldTransform(Matrix centerOfMassWorldTrans) 60 public override void SetWorldTransform(Matrix centerOfMassWorldTrans)
61 { 61 {
62 _graphicsWorldTransform = MatrixOperations.Multiply(centerOfMassWorldTrans, _centerOfMassOffset); 62 _graphicsWorldTransform = MatrixOperations.Multiply(centerOfMassWorldTrans, _centerOfMassOffset);
63 _graphicsWorldTransform.Translation = centerOfMassWorldTrans.Translation; 63 _graphicsWorldTransform.Translation = centerOfMassWorldTrans.Translation;
64 } 64 }
65 } 65 }
66} 66}