Collision algorithm class for sphere-vs-box in the MMD/Bullet port. Computes contact points, penetration depth and contact normals, manages a PersistentManifold and integrates with the dispatcher and manifold pooling.
/* * 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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class SphereBoxCollisionAlgorithm : ActivatingCollisionAlgorithm { public SphereBoxCollisionAlgorithm() { } // for pool public SphereBoxCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject col0, CollisionObject col1, bool isSwapped) : base(ci, col0, col1) { m_isSwapped = isSwapped; m_ownManifold = false; m_manifoldPtr = mf; CollisionObject sphereObj = m_isSwapped ? col1 : col0; CollisionObject boxObj = m_isSwapped ? col0 : col1; if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(sphereObj, boxObj)) { m_manifoldPtr = m_dispatcher.GetNewManifold(sphereObj, boxObj); m_ownManifold = true; } } public void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject col0, CollisionObject col1, bool isSwapped) { base.Initialize(ci, col0, col1); m_isSwapped = isSwapped; m_ownManifold = false; m_manifoldPtr = mf; CollisionObject sphereObj = m_isSwapped ? col1 : col0; CollisionObject boxObj = m_isSwapped ? col0 : col1; if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(sphereObj, boxObj)) { m_manifoldPtr = m_dispatcher.GetNewManifold(sphereObj, boxObj); m_ownManifold = true; } } public override void Cleanup() { if (m_ownManifold) { if (m_manifoldPtr != null) { m_dispatcher.ReleaseManifold(m_manifoldPtr); m_manifoldPtr = null; } m_ownManifold = false; } m_ownManifold = false; BulletGlobals.SphereBoxCollisionAlgorithmPool.Free(this); } public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //(void)dispatchInfo; //(void)resultOut; if (m_manifoldPtr == null) { return; } CollisionObject sphereObj = m_isSwapped ? body1 : body0; CollisionObject boxObj = m_isSwapped ? body0 : body1; IndexedVector3 pOnBox = new IndexedVector3(); ; IndexedVector3 normalOnSurfaceB = new IndexedVector3(); float penetrationDepth = 0f; IndexedVector3 sphereCenter = sphereObj.GetWorldTransform()._origin; SphereShape sphere0 = sphereObj.GetCollisionShape() as SphereShape; float radius = sphere0.GetRadius(); float maxContactDistance = m_manifoldPtr.GetContactBreakingThreshold(); resultOut.SetPersistentManifold(m_manifoldPtr); if (GetSphereDistance(boxObj, ref pOnBox, ref normalOnSurfaceB, ref penetrationDepth, sphereCenter, radius, maxContactDistance)) { resultOut.AddContactPoint(normalOnSurfaceB, pOnBox, penetrationDepth); } if (m_ownManifold) { if (m_manifoldPtr.GetNumContacts() > 0) { resultOut.RefreshContactPoints(); } } } public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { return 1f; } public override void GetAllContactManifolds(PersistentManifoldArray manifoldArray) { if (m_manifoldPtr != null && m_ownManifold) { manifoldArray.Add(m_manifoldPtr); } } public bool GetSphereDistance(CollisionObject boxObj, ref IndexedVector3 pointOnBox, ref IndexedVector3 normal, ref float penetrationDepth, IndexedVector3 sphereCenter, float fRadius, float maxContactDistance) { BoxShape boxShape = boxObj.GetCollisionShape() as BoxShape; IndexedVector3 boxHalfExtent = boxShape.GetHalfExtentsWithoutMargin(); float boxMargin = boxShape.GetMargin(); penetrationDepth = 1.0f; // convert the sphere position to the box's local space IndexedMatrix m44T = boxObj.GetWorldTransform(); IndexedVector3 sphereRelPos = m44T.InvXform(sphereCenter); // Determine the closest point to the sphere center in the box IndexedVector3 closestPoint = sphereRelPos; closestPoint.X = (Math.Min(boxHalfExtent.X, closestPoint.X)); closestPoint.X = (Math.Max(-boxHalfExtent.X, closestPoint.X)); closestPoint.Y = (Math.Min(boxHalfExtent.Y, closestPoint.Y)); closestPoint.Y = (Math.Max(-boxHalfExtent.Y, closestPoint.Y)); closestPoint.Z = (Math.Min(boxHalfExtent.Z, closestPoint.Z)); closestPoint.Z = (Math.Max(-boxHalfExtent.Z, closestPoint.Z)); float intersectionDist = fRadius + boxMargin; float contactDist = intersectionDist + maxContactDistance; normal = sphereRelPos - closestPoint; //if there is no penetration, we are done float dist2 = normal.LengthSquared(); if (dist2 > contactDist * contactDist) { return false; } float distance; //special case if the sphere center is inside the box if (dist2 == 0.0f) { distance = -GetSpherePenetration(ref boxHalfExtent, ref sphereRelPos, ref closestPoint, ref normal); } else //compute the penetration details { distance = normal.Length(); normal /= distance; } pointOnBox = closestPoint + normal * boxMargin; // v3PointOnSphere = sphereRelPos - (normal * fRadius); penetrationDepth = distance - intersectionDist; // transform back in world space IndexedVector3 tmp = m44T * pointOnBox; pointOnBox = tmp; // tmp = m44T(v3PointOnSphere); // v3PointOnSphere = tmp; tmp = m44T._basis * normal; normal = tmp; return true; } public float GetSpherePenetration(ref IndexedVector3 boxHalfExtent, ref IndexedVector3 sphereRelPos, ref IndexedVector3 closestPoint, ref IndexedVector3 normal) { //project the center of the sphere on the closest face of the box float faceDist = boxHalfExtent.X - sphereRelPos.X; float minDist = faceDist; closestPoint.X = (boxHalfExtent.X); normal = new IndexedVector3(1.0f, 0.0f, 0.0f); faceDist = boxHalfExtent.X + sphereRelPos.X; if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.X = (-boxHalfExtent.X); normal = new IndexedVector3(-1.0f, 0.0f, 0.0f); } faceDist = boxHalfExtent.Y - sphereRelPos.Y; if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.Y = (boxHalfExtent.Y); normal = new IndexedVector3(0.0f, 1.0f, 0.0f); } faceDist = boxHalfExtent.Y + sphereRelPos.Y; if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.Y = (-boxHalfExtent.Y); normal = new IndexedVector3(0.0f, -1.0f, 0.0f); } faceDist = boxHalfExtent.Z - sphereRelPos.Z; if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.Z = (boxHalfExtent.Z); normal = new IndexedVector3(0.0f, 0.0f, 1.0f); } faceDist = boxHalfExtent.Z + sphereRelPos.Z; if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.Z = (-boxHalfExtent.Z); normal = new IndexedVector3(0.0f, 0.0f, -1.0f); } return minDist; } private bool m_ownManifold; private PersistentManifold m_manifoldPtr; private bool m_isSwapped; }