A convex collision shape representing a sphere for the Bullet physics port. It stores radius in m_implicitShapeDimensions, computes supporting vertices, AABB, inertia and exposes radius/margin setters and getters.
/* * 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 SphereShape : ConvexInternalShape { public SphereShape() : this(1f) { } public SphereShape(float radius) { m_shapeType = BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE; m_implicitShapeDimensions.X = radius; m_collisionMargin = radius; } public void Initialize(float radius) { m_shapeType = BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE; m_implicitShapeDimensions.X = radius; m_collisionMargin = radius; } public override IndexedVector3 LocalGetSupportingVertex(ref IndexedVector3 vec) { IndexedVector3 supVertex; supVertex = LocalGetSupportingVertexWithoutMargin(ref vec); IndexedVector3 vecnorm = vec; if (vecnorm.LengthSquared() < (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON)) { vecnorm = new IndexedVector3(-1f); } vecnorm.Normalize(); supVertex += GetMargin() * vecnorm; return supVertex; } public override IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec) { return IndexedVector3.Zero; } //notice that the vectors should be unit length public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors) { for (int i = 0; i < numVectors; i++) { supportVerticesOut[i] = IndexedVector4.Zero; } } public override void CalculateLocalInertia(float mass, out IndexedVector3 inertia) { float elem = 0.4f * mass * GetMargin() * GetMargin(); inertia = new IndexedVector3(elem); } public override void GetAabb(ref IndexedMatrix t, out IndexedVector3 aabbMin, out IndexedVector3 aabbMax) { IndexedVector3 center = t._origin; float margin = GetMargin(); IndexedVector3 extent = new IndexedVector3(margin); aabbMin = center - extent; aabbMax = center + extent; } public virtual float GetRadius() { return m_implicitShapeDimensions.X * m_localScaling.X; } public void SetUnscaledRadius(float radius) { m_implicitShapeDimensions.X = radius; SetMargin(radius); } //debugging public override String GetName() { return "SPHERE"; } public override float GetMargin() { //to improve gjk behaviour, use radius+margin as the full margin, so never get into the penetration case //this means, non-uniform scaling is not supported anymore return GetRadius(); } public override void Cleanup() { base.Cleanup(); } }