A collision shape implementation that wraps a triangle mesh for convex support queries. It calls into a StridingMeshInterface to iterate triangles and compute supporting vertices, AABB, scaling, and principal axis/inertia callbacks used by the physics code.
/* * 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; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class ConvexTriangleMeshShape : PolyhedralConvexAabbCachingShape { public ConvexTriangleMeshShape(StridingMeshInterface meshInterface, bool calcAabb) { m_shapeType = BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE; m_stridingMesh = meshInterface; if (calcAabb) { RecalcLocalAabb(); } } public override void Cleanup() { base.Cleanup(); } public StridingMeshInterface GetMeshInterface() { return m_stridingMesh; } 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 IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec0) { IndexedVector3 supVec = IndexedVector3.Zero; IndexedVector3 vec = vec0; float lenSqr = vec.LengthSquared(); if (lenSqr < 0.0001f) { vec = new IndexedVector3(1, 0, 0); } else { float rlen = (1.0f) / (float)Math.Sqrt(lenSqr); vec *= rlen; //vec.Normalize(); } LocalSupportVertexCallback supportCallback = new LocalSupportVertexCallback(ref vec); IndexedVector3 aabbMax = new IndexedVector3(float.MaxValue); IndexedVector3 aabbMin = -aabbMax; m_stridingMesh.InternalProcessAllTriangles(supportCallback, ref aabbMin, ref aabbMax); supVec = supportCallback.GetSupportVertexLocal(); return supVec; } public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors) { for (int j = 0; j < numVectors; j++) { IndexedVector3 vec = vectors[j]; LocalSupportVertexCallback supportCallback = new LocalSupportVertexCallback(ref vec); IndexedVector3 aabbMax = MathUtil.MAX_VECTOR; IndexedVector3 aabbMin = MathUtil.MIN_VECTOR; m_stridingMesh.InternalProcessAllTriangles(supportCallback, ref aabbMin, ref aabbMax); supportVerticesOut[j] = new IndexedVector4(supportCallback.GetSupportVertexLocal(), 0); } } //debugging public override String GetName() { return "ConvexTrimesh"; } public override int GetNumVertices() { return 0; } public override int GetNumEdges() { return 0; } public override void GetEdge(int i, out IndexedVector3 pa, out IndexedVector3 pb) { { } pa = IndexedVector3.Zero; pb = IndexedVector3.Zero; } public override void GetVertex(int i, out IndexedVector3 vtx) { { } vtx = IndexedVector3.Zero; } 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_stridingMesh.SetScaling(ref scaling); RecalcLocalAabb(); } public override IndexedVector3 GetLocalScaling() { return m_stridingMesh.GetScaling(); } public void CalculatePrincipalAxisTransform(ref IndexedMatrix principal, out IndexedVector3 inertia, float volume) { CenterCallback centerCallback = new CenterCallback(); IndexedVector3 aabbMax = MathUtil.MAX_VECTOR; IndexedVector3 aabbMin = MathUtil.MIN_VECTOR; m_stridingMesh.InternalProcessAllTriangles(centerCallback, ref aabbMin, ref aabbMax); IndexedVector3 center = centerCallback.GetCenter(); principal._origin = center; volume = centerCallback.GetVolume(); InertiaCallback inertiaCallback = new InertiaCallback(ref center); m_stridingMesh.InternalProcessAllTriangles(inertiaCallback, ref aabbMax, ref aabbMax); IndexedBasisMatrix i = inertiaCallback.GetInertia(); i.Diagonalize(out principal, 0.00001f, 20); //i.diagonalize(principal.getBasis(), 0.00001f, 20); inertia = new IndexedVector3(i[0, 0], i[1, 1], i[2, 2]); inertia /= volume; } private StridingMeshInterface m_stridingMesh; }