A triangle callback used during swept-sphere (CCD) tests against triangle meshes. It sets up a sphere shape and triangle shape, runs a convex cast to compute time of impact, and updates the closest hit fraction. It uses pooled Bullet helper objects and implements IDisposable to return itself to a pool.
/* * 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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; using System; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class LocalTriangleSphereCastCallback : ITriangleCallback, IDisposable { public IndexedMatrix m_ccdSphereFromTrans; public IndexedMatrix m_ccdSphereToTrans; public IndexedMatrix m_meshTransform; public float m_ccdSphereRadius; public float m_hitFraction; public virtual bool graphics() { return false; } public LocalTriangleSphereCastCallback() { } // for pool public LocalTriangleSphereCastCallback(ref IndexedMatrix from, ref IndexedMatrix to, float ccdSphereRadius, float hitFraction) { m_ccdSphereFromTrans = from; m_ccdSphereToTrans = to; m_ccdSphereRadius = ccdSphereRadius; m_hitFraction = hitFraction; } public void Initialize(ref IndexedMatrix from, ref IndexedMatrix to, float ccdSphereRadius, float hitFraction) { m_ccdSphereFromTrans = from; m_ccdSphereToTrans = to; m_ccdSphereRadius = ccdSphereRadius; m_hitFraction = hitFraction; } public virtual void Cleanup() { } public void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex) { //do a swept sphere for now IndexedMatrix ident = IndexedMatrix.Identity; CastResult castResult = BulletGlobals.CastResultPool.Get(); castResult.m_fraction = m_hitFraction; SphereShape pointShape = BulletGlobals.SphereShapePool.Get(); pointShape.Initialize(m_ccdSphereRadius); using (TriangleShape triShape = BulletGlobals.TriangleShapePool.Get()) { triShape.Initialize(ref triangle[0], ref triangle[1], ref triangle[2]); VoronoiSimplexSolver simplexSolver = BulletGlobals.VoronoiSimplexSolverPool.Get(); SubSimplexConvexCast convexCaster = BulletGlobals.SubSimplexConvexCastPool.Get(); convexCaster.Initialize(pointShape, triShape, simplexSolver); //GjkConvexCast convexCaster(&pointShape,convexShape,&simplexSolver); //ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0); //local space? if (convexCaster.CalcTimeOfImpact(ref m_ccdSphereFromTrans, ref m_ccdSphereToTrans, ref ident, ref ident, castResult)) { if (m_hitFraction > castResult.m_fraction) { m_hitFraction = castResult.m_fraction; } } BulletGlobals.SubSimplexConvexCastPool.Free(convexCaster); BulletGlobals.VoronoiSimplexSolverPool.Free(simplexSolver); BulletGlobals.SphereShapePool.Free(pointShape); castResult.Cleanup(); } } public void Dispose() { BulletGlobals.LocalTriangleSphereCastCallbackPool.Free(this); } };