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

A BVH node type used by a quantized bounding volume hierarchy in the Bullet physics port. It stores quantized AABB min/max as UShortVector3, an int that encodes either an escape index or a triangle+part packed index, and child indices. It provides helpers to test leafness and to extract escape, triangle and part indices.

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.Diagnostics;
using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;

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

internal class QuantizedBvhNode
{
	//12 bytes - hah yeah right...
	public UShortVector3 m_quantizedAabbMin;
	public UShortVector3 m_quantizedAabbMax;
	//4 bytes
	public int m_escapeIndexOrTriangleIndex;
	public int m_leftChildIndex = -1;
	public int m_rightChildIndex = -1;
	public bool IsLeafNode()
	{
		//skipindex is negative (internal node), triangleindex >=0 (leafnode)
		return (m_escapeIndexOrTriangleIndex >= 0);
	}

	public int GetEscapeIndex()
	{
		{
		}

		return -m_escapeIndexOrTriangleIndex;
	}

	public int GetTriangleIndex()
	{
		{
		}

		// Get only the lower bits where the triangle index is stored
		//int result = (m_escapeIndexOrTriangleIndex & ~((~0) << (31 - QuantizedBvh.MAX_NUM_PARTS_IN_BITS)));
		//int result2 = (m_escapeIndexOrTriangleIndex & ~((~0) << (31 - QuantizedBvh.MAX_NUM_PARTS_IN_BITS)));
		uint x = 0;
		uint y = (~(x & 0)) << (31 - QuantizedBvh.MAX_NUM_PARTS_IN_BITS);
		return (int)(m_escapeIndexOrTriangleIndex & ~(y));
	//            return result;
	}

	public int GetPartId()
	{
		{
		}

		// Get only the highest bits where the part index is stored
		return (m_escapeIndexOrTriangleIndex >> (31 - QuantizedBvh.MAX_NUM_PARTS_IN_BITS));
	}
}