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

A callback used by the GImpact triangle processing in the Bullet collision port. It receives triangle vertices, wraps them in a TriangleShapeEx, sets margins and triangle identifiers on the GImpactCollisionAlgorithm, and invokes collision testing between a gimpact mesh face and another shape.

Native Interop
/*
 *
 * C# / XNA  port of Bullet (c) 2011 Mark Neale <[email protected]>
 *
This source file is part of GIMPACT Library.

For the latest info, see http://gimpact.sourceforge.net/

Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
email: [email protected]


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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;
using System;

namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision;

class GImpactTriangleCallback : ITriangleCallback
{
	public GImpactCollisionAlgorithm algorithm;
	public CollisionObject body0;
	public CollisionObject body1;
	public GImpactShapeInterface gimpactshape0;
	public bool swapped;
	public float margin;
	public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex)
	{
		TriangleShapeEx tri1 = new TriangleShapeEx(ref triangle[0], ref triangle[1], ref triangle[2]);
		tri1.SetMargin(margin);
		if (swapped)
		{
			algorithm.SetPart0(partId);
			algorithm.SetFace0(triangleIndex);
		}
		else
		{
			algorithm.SetPart1(partId);
			algorithm.SetFace1(triangleIndex);
		}

		algorithm.GImpactVsShape(body0, body1, gimpactshape0, tri1, swapped);
	}

	public void Cleanup()
	{
	}

	public bool graphics()
	{
		return false;
	}
}