A convex hull collision shape class from a Bullet physics C# port. It stores unscaled vertex points, computes supporting vertices, batched support queries, AABB/plane/edge accessors, projection along a direction, and scaling updates.
/* * 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.Collections.Generic; using System.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class ConvexHullShape : PolyhedralConvexAabbCachingShape { public ConvexHullShape(IList<IndexedVector3> points, int numPoints) { m_unscaledPoints = new List<IndexedVector3>(numPoints); m_shapeType = BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE; for (int i = 0; i < numPoints; ++i) { m_unscaledPoints.Add(points[i]); } RecalcLocalAabb(); } public ConvexHullShape(IList<float> points, int numPoints) { m_unscaledPoints = new List<IndexedVector3>(numPoints); m_shapeType = BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE; for (int i = 0; i < numPoints / 3; ++i) { m_unscaledPoints.Add(new IndexedVector3(points[i * 3], points[i * 3] + 1, points[i * 3] + 2)); } RecalcLocalAabb(); } public void AddPoint(ref IndexedVector3 point) { m_unscaledPoints.Add(point); RecalcLocalAabb(); } public IList<IndexedVector3> GetUnscaledPoints() { return m_unscaledPoints; } public IndexedVector3 GetScaledPoint(int i) { return m_unscaledPoints[i] * m_localScaling; } public int GetNumPoints() { return m_unscaledPoints.Count; } public override IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec) { IndexedVector3 supVec = IndexedVector3.Zero; float newDot, maxDot = float.MinValue; for (int i = 0; i < m_unscaledPoints.Count; i++) { IndexedVector3 vtx = m_unscaledPoints[i] * m_localScaling; newDot = IndexedVector3.Dot(vec, vtx); if (newDot > maxDot) { maxDot = newDot; supVec = vtx; } } return supVec; } public override IndexedVector3 LocalGetSupportingVertex(ref IndexedVector3 vec) { IndexedVector3 supVertex = LocalGetSupportingVertexWithoutMargin(ref vec); if (GetMargin() != 0f) { IndexedVector3 vecnorm = vec; if (vecnorm.LengthSquared() < (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON)) { vecnorm = new IndexedVector3(-1f); } vecnorm.Normalize(); supVertex += GetMargin() * vecnorm; } return supVertex; } public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors) { float newDot; //use 'w' component of supportVerticesOut? { for (int i = 0; i < numVectors; i++) { IndexedVector4 temp = supportVerticesOut[i]; temp.W = -MathUtil.BT_LARGE_FLOAT; supportVerticesOut[i] = temp; } } for (int i = 0; i < m_unscaledPoints.Count; i++) { IndexedVector3 vtx = GetScaledPoint(i); for (int j = 0; j < numVectors; j++) { IndexedVector3 vec = vectors[j]; newDot = IndexedVector3.Dot(vec, vtx); if (newDot > supportVerticesOut[j].W) { //WARNING: don't swap next lines, the w component would get overwritten! supportVerticesOut[j] = new IndexedVector4(vtx, newDot); } } } } //debugging public override String GetName() { return "Convex"; } public override int GetNumVertices() { return m_unscaledPoints.Count; } public override int GetNumEdges() { return m_unscaledPoints.Count; } public override void GetEdge(int i, out IndexedVector3 pa, out IndexedVector3 pb) { int index0 = i % m_unscaledPoints.Count; int index1 = (i + 1) % m_unscaledPoints.Count; pa = GetScaledPoint(index0); pb = GetScaledPoint(index1); } public override void GetVertex(int i, out IndexedVector3 vtx) { vtx = GetScaledPoint(i); } public override int GetNumPlanes() { return 0; } public override void GetPlane(out IndexedVector3 planeNormal, out IndexedVector3 planeSupport, int i) { { } planeNormal = IndexedVector3.Zero; planeSupport = IndexedVector3.Zero; } public override bool IsInside(ref IndexedVector3 pt, float tolerance) { { } return false; } public override void SetLocalScaling(ref IndexedVector3 scaling) { m_localScaling = scaling; RecalcLocalAabb(); } public void Project(ref IndexedMatrix trans, ref IndexedVector3 dir, ref float min, ref float max) { min = float.MaxValue; max = float.MinValue; IndexedVector3 witnesPtMin; IndexedVector3 witnesPtMax; int numVerts = m_unscaledPoints.Count; for (int i = 0; i < numVerts; i++) { IndexedVector3 vtx = m_unscaledPoints[i] * m_localScaling; IndexedVector3 pt = trans * vtx; float dp = pt.Dot(dir); if (dp < min) { min = dp; witnesPtMin = pt; } if (dp > max) { max = dp; witnesPtMax = pt; } } if (min > max) { float tmp = min; min = max; max = tmp; } } private IList<IndexedVector3> m_unscaledPoints; }