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

A simple data container representing an indexed mesh used by the Bullet collision integration. It stores counts, raw vertex and triangle index buffers as Objects, strides, and scalar types for indices and vertices.

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 IndexedMesh
{
	public int m_numTriangles;
	public Object m_triangleIndexBase;
	public int m_triangleIndexStride;
	public int m_numVertices;
	public Object m_vertexBase = null;
	public int m_vertexStride;
	//// The index type is set when adding an indexed mesh to the
	//// btTriangleIndexVertexArray, do not set it manually
	//public PHY_ScalarType	m_indexType = PHY_ScalarType.PHY_INTEGER;
	public PHY_ScalarType m_indexType;
	public PHY_ScalarType m_vertexType = PHY_ScalarType.PHY_FLOAT;
}