A triangle callback used by the collision system to test a convex collision object against individual triangle primitives. It computes the convex shape AABB in triangle space, filters triangles by that AABB, creates a temporary TriangleShape, runs a convex-vs-triangle collision algorithm, and records contact results in a manifold.
/* * 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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; using System; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class ConvexTriangleCallback : ITriangleCallback { private CollisionObject m_convexBody; private CollisionObject m_triBody; private IndexedVector3 m_aabbMin; private IndexedVector3 m_aabbMax; private ManifoldResult m_resultOut; private IDispatcher m_dispatcher; private DispatcherInfo m_dispatchInfoPtr; private float m_collisionMarginTriangle; public int m_triangleCount; public PersistentManifold m_manifoldPtr; public virtual bool graphics() { return false; } public ConvexTriangleCallback(IDispatcher dispatcher, CollisionObject body0, CollisionObject body1, bool isSwapped) { m_dispatcher = dispatcher; m_convexBody = isSwapped ? body1 : body0; m_triBody = isSwapped ? body0 : body1; m_manifoldPtr = m_dispatcher.GetNewManifold(m_convexBody, m_triBody); ClearCache(); } public void Initialize(IDispatcher dispatcher, CollisionObject body0, CollisionObject body1, bool isSwapped) { m_dispatcher = dispatcher; m_convexBody = isSwapped ? body1 : body0; m_triBody = isSwapped ? body0 : body1; m_manifoldPtr = m_dispatcher.GetNewManifold(m_convexBody, m_triBody); ClearCache(); } public virtual void Cleanup() { ClearCache(); m_dispatcher.ReleaseManifold(m_manifoldPtr); } public void SetTimeStepAndCounters(float collisionMarginTriangle, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { m_dispatchInfoPtr = dispatchInfo; m_collisionMarginTriangle = collisionMarginTriangle; m_resultOut = resultOut; //recalc aabbs //IndexedMatrix convexInTriangleSpace = MathUtil.bulletMatrixMultiply(IndexedMatrix.Invert(m_triBody.getWorldTransform()) , m_convexBody.getWorldTransform()); IndexedMatrix convexInTriangleSpace = m_triBody.GetWorldTransform().Inverse() * m_convexBody.GetWorldTransform(); CollisionShape convexShape = m_convexBody.GetCollisionShape(); convexShape.GetAabb(ref convexInTriangleSpace, out m_aabbMin, out m_aabbMax); float extraMargin = collisionMarginTriangle; IndexedVector3 extra = new IndexedVector3(extraMargin); m_aabbMax += extra; m_aabbMin -= extra; } public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex) { if (!AabbUtil2.TestTriangleAgainstAabb2(triangle, ref m_aabbMin, ref m_aabbMax)) { return; } //aabb filter is already applied! CollisionAlgorithmConstructionInfo ci = new CollisionAlgorithmConstructionInfo(); ci.SetDispatcher(m_dispatcher); CollisionObject ob = m_triBody as CollisionObject; if (m_convexBody.GetCollisionShape().IsConvex()) { using (TriangleShape tm = BulletGlobals.TriangleShapePool.Get()) { tm.Initialize(ref triangle[0], ref triangle[1], ref triangle[2]); tm.SetMargin(m_collisionMarginTriangle); CollisionShape tmpShape = ob.GetCollisionShape(); ob.InternalSetTemporaryCollisionShape(tm); CollisionAlgorithm colAlgo = ci.GetDispatcher().FindAlgorithm(m_convexBody, m_triBody, m_manifoldPtr); // btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody); if (m_resultOut.GetBody0Internal() == m_triBody) { m_resultOut.SetShapeIdentifiersA(partId, triangleIndex); } else { m_resultOut.SetShapeIdentifiersB(partId, triangleIndex); } colAlgo.ProcessCollision(m_convexBody, m_triBody, m_dispatchInfoPtr, m_resultOut); ci.GetDispatcher().FreeCollisionAlgorithm(colAlgo); colAlgo = null; ob.InternalSetTemporaryCollisionShape(tmpShape); } } } public void ClearCache() { m_dispatcher.ClearManifold(m_manifoldPtr); } public IndexedVector3 GetAabbMin() { return m_aabbMin; } public IndexedVector3 GetAabbMax() { return m_aabbMax; } }