A CylinderShapeZ collision shape class from a Bullet physics C# port. It sets the up axis to Z (index 2) and implements support vertex queries for convex collision algorithms, including single and batched support functions, plus name and radius accessors.
/* * 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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class CylinderShapeZ : CylinderShape { public CylinderShapeZ(IndexedVector3 halfExtents) : this(ref halfExtents) { } public CylinderShapeZ(ref IndexedVector3 halfExtents) : base(ref halfExtents) { m_upAxis = 2; } public override IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec) { return CylinderLocalSupportZ(GetHalfExtentsWithoutMargin(), vec); } public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors) { IndexedVector3 halfExtents = GetHalfExtentsWithoutMargin(); for (int i = 0; i < numVectors; i++) { supportVerticesOut[i] = new IndexedVector4(CylinderLocalSupportZ(halfExtents, vectors[i]), 0); } } //debugging public override String GetName() { return "CylinderZ"; } public override float GetRadius() { return GetHalfExtentsWithMargin().X; } }