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Automatically exported from code.google.com/p/jitterphysics
/// <summary>
/// Transforms a vector by the transposed of the given Matrix.
/// </summary>
/// <param name="position">The vector to transform.</param>
/// <param name="matrix">The transform matrix.</param>
/// <param name="result">The transformed vector.</param>
public static void TransposedTransform(ref JVector position, ref JMatrix matrix, out JVector result)
{
float num0 = ((position.X * matrix.M11) + (position.Y * matrix.M12)) + (position.Z * matrix.M31);
float num1 = ((position.X * matrix.M21) + (position.Y * matrix.M22)) + (position.Z * matrix.M23);
float num2 = ((position.X * matrix.M31) + (position.Y * matrix.M32)) + (position.Z * matrix.M33);
result.X = num0;
result.Y = num1;
result.Z = num2;
}
Bug at first line.
Must be:
... + (position.Z * matrix.M13);
Original issue reported on code.google.com by [email protected]
on 7 Jan 2013 at 5:39
Comments said:
/// <summary>
/// Raycasts a single body. NOTE: For performance reasons terrain and
trianglemeshshape aren't checked
/// against rays (rays are of infinite length). They are checked against
segments
/// which start at rayOrigin and end in rayOrigin + rayDirection.
/// </summary>
But really, for CompoundShape it works similar.
/// <param name="rayOrigin"></param>
/// <param name="rayEnd"></param>
/// <returns></returns>
public override int Prepare(ref JVector rayOrigin, ref JVector rayEnd)
{
JBBox box = JBBox.SmallBox;
box.AddPoint(ref rayOrigin);
box.AddPoint(ref rayEnd);
return this.Prepare(ref box);
}
Workaround - make long rays.
Something like raydir*100.
Original issue reported on code.google.com by [email protected]
on 17 Mar 2013 at 2:50
What steps will reproduce the problem?
1. Place cubes on top of each other (tightly) lying directly on the floor.
2. Run simulation
What is the expected output? What do you see instead?
Structure should be stable, but instead it "jiggles" and collapses.
https://youtu.be/Lw0G0a7tphk
What version of the product are you using? On what operating system?
Latest version from svn with OpenTK on Win7
Please provide any additional information below.
Step is done like this:
world.Step((float)milliseconds / 1000, _worldSimulationMultiThread, 1f / 60f, 2);
All other properties of RigidBody and Material are default.
Original issue reported on code.google.com by [email protected]
on 27 Jul 2015 at 12:42
Hi,
Just wondering if this physics engine is deterministic, at least on same
platform???
Thanks!
Original issue reported on code.google.com by [email protected]
on 27 Mar 2015 at 3:46
Because of my upstream game engine only supports .net 2.0, is there any plan to
provide support for it?, as in jitter i can see it heavily using lingq.
Original issue reported on code.google.com by [email protected]
on 24 Jan 2012 at 8:37
Please add Nuget package.
Original issue reported on code.google.com by [email protected]
on 21 Oct 2012 at 6:18
Could you translate this physics engine Unity3d compatible??
Original issue reported on code.google.com by [email protected]
on 5 Apr 2012 at 5:44
I created two accounts on the forums but both times I created the accounts I
received an "Internal Server Error" and never received a confirmation email.
Therefore I cant login because it wont let me confirm.
If someone has control of the forum member records please either delete my
accounts or resend my confirmation emails.
Account names:
cha55son
wrinkles88
Original issue reported on code.google.com by [email protected]
on 30 Aug 2011 at 2:58
I think the sample in XNA provided current is a little complex.
Can provide some simple sample just to show how to move and rotate control
according to mouse event in the world and detect collision?
In Winform or WPF will also be OK.
Thanks.
Original issue reported on code.google.com by [email protected]
on 20 Dec 2012 at 3:19
- What steps will reproduce the problem?
1. Just create a single body constraint,
2. call world.AddConstraint(..),
3. and get an instant NullReferenceException.
- What version of the product are you using?
The latest from the repository.
- Please provide any additional information below.
NullReferenceException: Object reference not set to an instance of an object
Jitter.Collision.IslandManager.AddConnection (IslandManager.cs:169)
Jitter.Collision.IslandManager.ConstraintCreated (IslandManager.cs:61)
Jitter.World.AddConstraint (World.cs:499)
IslandManager.AddConnection(RigidBody body1, RigidBody body2) doesn't expect
body2 to be null.
Original issue reported on code.google.com by [email protected]
on 24 Jun 2013 at 7:31
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