A helper callback used during triangle mesh processing to compute an axis-aligned bounding box. It implements IInternalTriangleIndexCallback and updates m_aabbMin and m_aabbMax with the min/max of visited triangle vertices.
/* * C# / XNA port of Bullet (c) 2011 Mark Neale <[email protected]> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ // Adapted from BulletXNA 73b2e1b9: namespace isolation, no XNA rendering, one type per file. #nullable disable #pragma warning disable CS1591, CS0168, CS0219, CS0414, CS0660, CS0661, CS0659, CS0693, CS8981, CS0108, CS0114 using System; using System.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; using System.IO; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class AabbCalculationCallback : IInternalTriangleIndexCallback { public IndexedVector3 m_aabbMin; public IndexedVector3 m_aabbMax; public AabbCalculationCallback() { m_aabbMin = MathUtil.MAX_VECTOR; m_aabbMax = MathUtil.MIN_VECTOR; } public virtual bool graphics() { return false; } public virtual void InternalProcessTriangleIndex(IndexedVector3[] triangle, int partId, int triangleIndex) { MathUtil.VectorMin(ref triangle[0], ref m_aabbMin); MathUtil.VectorMax(ref triangle[0], ref m_aabbMax); MathUtil.VectorMin(ref triangle[1], ref m_aabbMin); MathUtil.VectorMax(ref triangle[1], ref m_aabbMax); MathUtil.VectorMin(ref triangle[2], ref m_aabbMin); MathUtil.VectorMax(ref triangle[2], ref m_aabbMax); } public void Cleanup() { } };