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

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.

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/*
 * 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()
	{
	}
}