Collision algorithm class for sphere-vs-triangle collisions adapted from Bullet physics. It initializes and manages a persistent contact manifold, uses a SphereTriangleDetector to find closest points, reports contacts to the ManifoldResult, and supports pooling and cleanup.
/* * 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 SphereTriangleCollisionAlgorithm : ActivatingCollisionAlgorithm { public SphereTriangleCollisionAlgorithm() { } // for pool public SphereTriangleCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool swapped) : base(ci, body0, body1) { m_ownManifold = false; m_manifoldPtr = mf; m_swapped = swapped; } public virtual void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, bool swapped) { base.Initialize(ci, body0, body1); m_ownManifold = false; m_manifoldPtr = mf; m_swapped = swapped; } public SphereTriangleCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci) : base(ci) { } public override void Initialize(CollisionAlgorithmConstructionInfo ci) { base.Initialize(ci); } public override void Cleanup() { base.Cleanup(); if (m_ownManifold) { if (m_manifoldPtr != null) { m_dispatcher.ReleaseManifold(m_manifoldPtr); m_manifoldPtr = null; } } m_ownManifold = false; BulletGlobals.SphereTriangleCollisionAlgorithmPool.Free(this); } public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //resultOut = new ManifoldResult(); if (m_manifoldPtr == null) { return; } CollisionObject sphereObj = m_swapped ? body1 : body0; CollisionObject triObj = m_swapped ? body0 : body1; SphereShape sphere = sphereObj.GetCollisionShape() as SphereShape; TriangleShape triangle = triObj.GetCollisionShape() as TriangleShape; resultOut.SetPersistentManifold(m_manifoldPtr); using (SphereTriangleDetector detector = BulletGlobals.SphereTriangleDetectorPool.Get()) { detector.Initialize(sphere, triangle, m_manifoldPtr.GetContactBreakingThreshold()); ClosestPointInput input = ClosestPointInput.Default(); input.m_maximumDistanceSquared = float.MaxValue; sphereObj.GetWorldTransform(out input.m_transformA); triObj.GetWorldTransform(out input.m_transformB); bool swapResults = m_swapped; detector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), swapResults); if (m_ownManifold) { 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); } } private bool m_ownManifold; private PersistentManifold m_manifoldPtr; private bool m_swapped; }