Callback used by the quantized bounding-volume hierarchy to process a triangle when building or traversing a BVH. It computes an axis-aligned bounding box for the triangle, expands degenerate dimensions slightly, quantizes the min/max into node fields, encodes part and triangle indices, and appends the node to a 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 QuantizedNodeTriangleCallback : IInternalTriangleIndexCallback { public virtual bool graphics() { return false; } private IList<QuantizedBvhNode> m_triangleNodes; QuantizedBvh m_optimizedTree; // for quantization public QuantizedNodeTriangleCallback(ObjectArray<QuantizedBvhNode> triangleNodes, QuantizedBvh tree) { m_triangleNodes = triangleNodes; m_optimizedTree = tree; } public virtual void InternalProcessTriangleIndex(IndexedVector3[] triangle, int partId, int triangleIndex) { { } { } { } QuantizedBvhNode node = new QuantizedBvhNode(); IndexedVector3 aabbMin, aabbMax; aabbMin = MathUtil.MAX_VECTOR; aabbMax = MathUtil.MIN_VECTOR; MathUtil.VectorMin(ref triangle[0], ref aabbMin); MathUtil.VectorMax(ref triangle[0], ref aabbMax); MathUtil.VectorMin(ref triangle[1], ref aabbMin); MathUtil.VectorMax(ref triangle[1], ref aabbMax); MathUtil.VectorMin(ref triangle[2], ref aabbMin); MathUtil.VectorMax(ref triangle[2], ref aabbMax); //PCK: add these checks for zero dimensions of aabb float MIN_AABB_DIMENSION = 0.002f; float MIN_AABB_HALF_DIMENSION = 0.001f; if (aabbMax.X - aabbMin.X < MIN_AABB_DIMENSION) { aabbMax.X = (aabbMax.X + MIN_AABB_HALF_DIMENSION); aabbMin.X = (aabbMin.X - MIN_AABB_HALF_DIMENSION); } if (aabbMax.Y - aabbMin.Y < MIN_AABB_DIMENSION) { aabbMax.Y = (aabbMax.Y + MIN_AABB_HALF_DIMENSION); aabbMin.Y = (aabbMin.Y - MIN_AABB_HALF_DIMENSION); } if (aabbMax.Z - aabbMin.Z < MIN_AABB_DIMENSION) { aabbMax.Z = (aabbMax.Z + MIN_AABB_HALF_DIMENSION); aabbMin.Z = (aabbMin.Z - MIN_AABB_HALF_DIMENSION); } m_optimizedTree.Quantize(out node.m_quantizedAabbMin, ref aabbMin, false); m_optimizedTree.Quantize(out node.m_quantizedAabbMax, ref aabbMax, true); node.m_escapeIndexOrTriangleIndex = (partId << (31 - MAX_NUM_PARTS_IN_BITS)) | triangleIndex; m_triangleNodes.Add(node); } public virtual void Cleanup() { } public const int MAX_NUM_PARTS_IN_BITS = 10; }