Code/HumanoidRetargeter/Core/Formats/Mmd/Bullet/BulletCollision/EmptyShape.cs

A small collision shape class representing an empty concave shape in the Bullet physics port. It sets its type to EMPTY_SHAPE_PROXYTYPE, provides AABB based on transform origin plus margin, stores local scaling, and implements no-triangle processing or inertia (zero).

Native Interop
/*
 * 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 EmptyShape : ConcaveShape
{
	public EmptyShape()
	{
		m_shapeType = BroadphaseNativeTypes.EMPTY_SHAPE_PROXYTYPE;
	}

	public override void Cleanup()
	{
		base.Cleanup();
	}

	public override void GetAabb(ref IndexedMatrix t, out IndexedVector3 aabbMin, out IndexedVector3 aabbMax)
	{
		float fmargin = GetMargin();
		IndexedVector3 margin = new IndexedVector3(fmargin);
		aabbMin = t._origin - margin;
		aabbMax = t._origin + margin;
	}

	public override void SetLocalScaling(ref IndexedVector3 scaling)
	{
		m_localScaling = scaling;
	}

	public override IndexedVector3 GetLocalScaling()
	{
		return m_localScaling;
	}

	public override void CalculateLocalInertia(float mass, out IndexedVector3 inertia)
	{
		{
		}

		inertia = IndexedVector3.Zero;
	}

	public override String GetName()
	{
		return "Empty";
	}

	public override void ProcessAllTriangles(ITriangleCallback callback, ref IndexedVector3 vec1, ref IndexedVector3 vec2)
	{
	}

	protected IndexedVector3 m_localScaling;
}