Node overlap callback used by the Bullet mesh BVH traversal, it reads triangle vertex data from a StridingMeshInterface, builds a triangle in local scaling and forwards it to an ITriangleCallback. Implements pooling support and IDisposable cleanup.
/* * 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 MyNodeOverlapCallback : INodeOverlapCallback, IDisposable { public StridingMeshInterface m_meshInterface; public ITriangleCallback m_callback; IndexedVector3[] m_triangle = new IndexedVector3[3]; public MyNodeOverlapCallback() { } // for pool public MyNodeOverlapCallback(ITriangleCallback callback, StridingMeshInterface meshInterface) { m_meshInterface = meshInterface; m_callback = callback; } public void Initialize(ITriangleCallback callback, StridingMeshInterface meshInterface) { m_meshInterface = meshInterface; m_callback = callback; } public virtual void ProcessNode(int nodeSubPart, int nodeTriangleIndex) { //m_triangle.Clear(); Object vertexBase; int numVerts; PHY_ScalarType type; int stride; Object indexBase; int indexStride; int numfaces; PHY_ScalarType indicesType; m_meshInterface.GetLockedReadOnlyVertexIndexBase(out vertexBase, out numVerts, out type, out stride, out indexBase, out indexStride, out numfaces, out indicesType, nodeSubPart); //unsigned int* gfxbase = (unsigned int*)(indexbase+nodeTriangleIndex*indexstride); // force index stride to be 1 regardless. indexStride = 3; int indexIndex = nodeTriangleIndex * indexStride; { } IndexedVector3 meshScaling = m_meshInterface.GetScaling(); int[] indexRaw = ((ObjectArray<int>)indexBase).GetRawArray(); if (vertexBase is ObjectArray<IndexedVector3>) { IndexedVector3[] vertexBaseRaw = ((ObjectArray<IndexedVector3>)vertexBase).GetRawArray(); for (int j = 2; j >= 0; j--) { m_triangle[j] = vertexBaseRaw[indexRaw[indexIndex + j]]; m_triangle[j] *= meshScaling; } } else if (vertexBase is ObjectArray<float>) { float[] floats = ((ObjectArray<float>)vertexBase).GetRawArray(); for (int j = 2; j >= 0; j--) { int offset = indexRaw[indexIndex + j] * 3; m_triangle[j] = new IndexedVector3(floats[offset] * meshScaling.X, floats[offset + 1] * meshScaling.Y, floats[offset + 2] * meshScaling.Z); } } else { { } } //FIXME - Debug here and on quantized Bvh walking /* Perform ray vs. triangle collision here */ m_callback.ProcessTriangle(m_triangle, nodeSubPart, nodeTriangleIndex); m_meshInterface.UnLockReadOnlyVertexBase(nodeSubPart); } public virtual void Cleanup() { } public void Dispose() { Cleanup(); BulletGlobals.MyNodeOverlapCallbackPool.Free(this); } }