A debug-draw callback used by the Bullet collision code. It transforms triangle vertices by a world matrix, computes triangle center and normal, and issues debug draw lines for normals and triangle edges when DBG_DrawNormals mode is enabled.
/* * 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.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletDynamics; using System; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class DebugDrawcallback : ITriangleCallback, IInternalTriangleIndexCallback { public IDebugDraw m_debugDrawer; public IndexedVector3 m_color; public IndexedMatrix m_worldTrans; public DebugDrawcallback(IDebugDraw debugDrawer, ref IndexedMatrix worldTrans, ref IndexedVector3 color) { m_debugDrawer = debugDrawer; m_color = color; m_worldTrans = worldTrans; } public virtual bool graphics() { return true; } public virtual void InternalProcessTriangleIndex(IndexedVector3[] triangle, int partId, int triangleIndex) { ProcessTriangle(triangle, partId, triangleIndex); } public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex) { //(voidpartId; //(void)triangleIndex; IndexedVector3 wv0, wv1, wv2; wv0 = m_worldTrans * triangle[0]; wv1 = m_worldTrans * triangle[1]; wv2 = m_worldTrans * triangle[2]; IndexedVector3 center = (wv0 + wv1 + wv2) * (1f / 3f); if ((int)(m_debugDrawer.GetDebugMode() & DebugDrawModes.DBG_DrawNormals) != 0) { IndexedVector3 normal = (wv1 - wv0).Cross(wv2 - wv0); normal.Normalize(); IndexedVector3 normalColor = new IndexedVector3(1, 1, 0); m_debugDrawer.DrawLine(center, center + normal, normalColor); m_debugDrawer.DrawLine(ref wv0, ref wv1, ref m_color); m_debugDrawer.DrawLine(ref wv1, ref wv2, ref m_color); m_debugDrawer.DrawLine(ref wv2, ref wv0, ref m_color); } } public void Cleanup() { } }