A collision algorithm for sphere-vs-sphere in the Bullet physics port. It computes contact points, normals and penetration depth, manages a persistent manifold and integrates with the dispatcher and manifold pool.
/* * 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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class SphereSphereCollisionAlgorithm : ActivatingCollisionAlgorithm { public SphereSphereCollisionAlgorithm() { } // for pool public SphereSphereCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) : base(ci, body0, body1) { m_ownManifold = false; m_manifoldPtr = mf; // for some reason theres no check in 2.76 or 2.78 for a needs collision, just a check on pointer being null. if (m_manifoldPtr == null) { m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1); m_ownManifold = true; } } public virtual void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject colObj0, CollisionObject colObj1) { base.Initialize(ci, colObj0, colObj1); m_ownManifold = false; m_manifoldPtr = mf; if (m_manifoldPtr == null) { m_manifoldPtr = m_dispatcher.GetNewManifold(colObj0, colObj1); m_ownManifold = true; } } public SphereSphereCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci) : base(ci) { } public override void Initialize(CollisionAlgorithmConstructionInfo ci) { base.Initialize(ci); } public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { if (m_manifoldPtr == null) { return; } resultOut.SetPersistentManifold(m_manifoldPtr); SphereShape sphere0 = body0.GetCollisionShape() as SphereShape; SphereShape sphere1 = body1.GetCollisionShape() as SphereShape; IndexedVector3 diff = body0.GetWorldTransform()._origin - body1.GetWorldTransform()._origin; float len = diff.Length(); float radius0 = sphere0.GetRadius(); float radius1 = sphere1.GetRadius(); if (len > (radius0 + radius1)) { resultOut.RefreshContactPoints(); return; } float dist = len - (radius0 + radius1); IndexedVector3 normalOnSurfaceB = new IndexedVector3(1, 0, 0); if (len > MathUtil.SIMD_EPSILON) { normalOnSurfaceB = diff / len; } IndexedVector3 pos1 = body1.GetWorldTransform()._origin + radius1 * normalOnSurfaceB; resultOut.AddContactPoint(ref normalOnSurfaceB, ref pos1, dist); resultOut.RefreshContactPoints(); } public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //not yet return 1f; } public override void GetAllContactManifolds(PersistentManifoldArray manifoldArray) { if (m_manifoldPtr != null && m_ownManifold) { manifoldArray.Add(m_manifoldPtr); } } public override void Cleanup() { if (m_ownManifold) { if (m_manifoldPtr != null) { m_dispatcher.ReleaseManifold(m_manifoldPtr); } } BulletGlobals.SphereSphereCollisionAlgorithmPool.Free(this); } public bool m_ownManifold; public PersistentManifold m_manifoldPtr; }