A callback implementation used while building or traversing an optimized BVH for triangle meshes. It receives triangle vertex positions and appends OptimizedBvhNode entries with computed axis-aligned bounds, part and triangle indices to a provided node list.
/* * 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 System.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class NodeTriangleCallback : IInternalTriangleIndexCallback { IList<OptimizedBvhNode> m_triangleNodes = null; //NodeArray& m_triangleNodes; //NodeTriangleCallback& operator=(NodeTriangleCallback& other) //{ // m_triangleNodes = other.m_triangleNodes; // return *this; //} public virtual bool graphics() { return false; } public NodeTriangleCallback(ObjectArray<OptimizedBvhNode> triangleNodes) { m_triangleNodes = triangleNodes; } public virtual void InternalProcessTriangleIndex(IndexedVector3[] triangle, int partId, int triangleIndex) { OptimizedBvhNode node = new OptimizedBvhNode(); IndexedVector3 aabbMin = MathUtil.MAX_VECTOR; IndexedVector3 aabbMax = MathUtil.MIN_VECTOR; MathUtil.VectorMax(ref triangle[0], ref aabbMax); MathUtil.VectorMin(ref triangle[0], ref aabbMin); MathUtil.VectorMax(ref triangle[1], ref aabbMax); MathUtil.VectorMin(ref triangle[1], ref aabbMin); MathUtil.VectorMax(ref triangle[2], ref aabbMax); MathUtil.VectorMin(ref triangle[2], ref aabbMin); //with quantization? node.m_aabbMinOrg = aabbMin; node.m_aabbMaxOrg = aabbMax; node.m_escapeIndex = -1; //for child nodes node.m_subPart = partId; node.m_triangleIndex = triangleIndex; m_triangleNodes.Add(node); } public virtual void Cleanup() { } }