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

Convex collision shape representing multiple spheres combined (a multi-sphere shape) used by the physics system. Stores sphere local positions and radii, computes local AABB, supporting vertices for convex queries and an inertia approximation from the cached AABB.

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.Collections.Generic;
using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;

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

internal class MultiSphereShape : ConvexInternalAabbCachingShape
{
	public MultiSphereShape(IList<IndexedVector3> positions, IList<float> radi, int numSpheres)
	{
		m_shapeType = BroadphaseNativeTypes.MULTI_SPHERE_SHAPE_PROXYTYPE;
		//float startMargin = float.MaxValue;
		for (int i = 0; i < numSpheres; i++)
		{
			m_localPositionArray.Add(positions[i]);
			m_radiArray.Add(radi[i]);
		}

		RecalcLocalAabb();
	}

	public override void CalculateLocalInertia(float mass, out IndexedVector3 inertia)
	{
		IndexedVector3 localAabbMin;
		IndexedVector3 localAabbMax;
		GetCachedLocalAabb(out localAabbMin, out localAabbMax);
		IndexedVector3 halfExtents = (localAabbMax - localAabbMin) * 0.5f;
		float lx = 2f * (halfExtents.X);
		float ly = 2f * (halfExtents.Y);
		float lz = 2f * (halfExtents.Z);
		inertia = new IndexedVector3(mass / (12.0f) * (ly * ly + lz * lz), mass / (12.0f) * (lx * lx + lz * lz), mass / (12.0f) * (lx * lx + ly * ly));
	}

	public override IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec0)
	{
		int i;
		IndexedVector3 supVec = IndexedVector3.Zero;
		float maxDot = float.MinValue;
		IndexedVector3 vec = vec0;
		float lenSqr = vec.LengthSquared();
		if (lenSqr < (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON))
		{
			vec = new IndexedVector3(1, 0, 0);
		}
		else
		{
			float rlen = (1.0f) / (float)Math.Sqrt(lenSqr);
			vec *= rlen;
		//vec.Normalize();
		}

		IndexedVector3 vtx = IndexedVector3.Zero;
		float newDot;
		int numSpheres = m_localPositionArray.Count;
		for (i = 0; i < numSpheres; i++)
		{
			IndexedVector3 pos = m_localPositionArray[i];
			float rad = m_radiArray[i];
			vtx = (pos) + vec * m_localScaling * (rad) - vec * GetMargin();
			newDot = IndexedVector3.Dot(vec, vtx);
			if (newDot > maxDot)
			{
				maxDot = newDot;
				supVec = vtx;
			}
		}

		return supVec;
	}

	public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors)
	{
		for (int j = 0; j < numVectors; j++)
		{
			float maxDot = float.MinValue;
			IndexedVector3 vec = vectors[j];
			IndexedVector3 vtx = IndexedVector3.Zero;
			float newDot;
			int numSpheres = m_localPositionArray.Count;
			for (int i = 0; i < numSpheres; i++)
			{
				IndexedVector3 pos = m_localPositionArray[i];
				float rad = m_radiArray[i];
				vtx = (pos) + vec * m_localScaling * (rad) - vec * GetMargin();
				newDot = IndexedVector3.Dot(vec, vtx);
				if (newDot > maxDot)
				{
					maxDot = newDot;
					supportVerticesOut[j] = new IndexedVector4(vtx, 0);
				}
			}
		}
	}

	public int GetSphereCount()
	{
		return m_localPositionArray.Count;
	}

	public IndexedVector3 GetSpherePosition(int index)
	{
		return m_localPositionArray[index];
	}

	public float GetSphereRadius(int index)
	{
		return m_radiArray[index];
	}

	public override String GetName()
	{
		return "MultiSphere";
	}

	private IList<IndexedVector3> m_localPositionArray = new List<IndexedVector3>();
	private IList<float> m_radiArray = new List<float>();
	private IndexedVector3 m_inertiaHalfExtents;
}