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

A small utility class in the Bullet collision port used by the physics/geometric code. It computes a plane from an edge (two points) and a normal by taking the cross product of the edge vector with the provided normal, normalizing it, and returning an IndexedVector4 plane (normal plus distance).

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;

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

internal class GeometeryOperations
{
	public static void bt_edge_plane(ref IndexedVector3 e1, ref IndexedVector3 e2, ref IndexedVector3 normal, out IndexedVector4 plane)
	{
		IndexedVector3 planenormal = (e2 - e1).Cross(ref normal);
		planenormal.Normalize();
		plane = new IndexedVector4(planenormal, e2.Dot(ref planenormal));
	}
}