A callback used during triangle-mesh processing to accumulate a body's inertia tensor relative to a given center. It implements triangle callback, computes per-triangle contribution to inertia (using triple product and integrals), and sums them into an IndexedBasisMatrix.
/* * 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 InertiaCallback : IInternalTriangleIndexCallback { public virtual bool graphics() { return false; } public InertiaCallback(ref IndexedVector3 center) { m_sum = new IndexedBasisMatrix(); m_center = center; } public virtual void InternalProcessTriangleIndex(IndexedVector3[] triangle, int partId, int triangleIndex) { IndexedBasisMatrix i = new IndexedBasisMatrix(); IndexedVector3 a = triangle[0] - m_center; IndexedVector3 b = triangle[1] - m_center; IndexedVector3 c = triangle[2] - m_center; float volNeg = -Math.Abs(a.Triple(ref b, ref c)) * (1.0f / 6.0f); for (int j = 0; j < 3; j++) { for (int k = 0; k <= j; k++) { i[j, k] = i[k, j] = volNeg * (0.1f * (a[j] * a[k] + b[j] * b[k] + c[j] * c[k]) + 0.05f * (a[j] * b[k] + a[k] * b[j] + a[j] * c[k] + a[k] * c[j] + b[j] * c[k] + b[k] * c[j])); } } float i00 = -i._el0.X; float i11 = -i._el1.Y; float i22 = -i._el2.Z; i[0, 0] = i11 + i22; i[1, 1] = i22 + i00; i[2, 2] = i00 + i11; m_sum._el0 += i._el0; m_sum._el1 += i._el1; m_sum._el2 += i._el2; } public IndexedBasisMatrix GetInertia() { return m_sum; } public void Cleanup() { } IndexedBasisMatrix m_sum; IndexedVector3 m_center; }