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).
/* * 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; }