A collision shape implementation for a static infinite plane, ported from Bullet physics. It stores the plane normal and constant, returns infinite AABB, generates two large triangles covering an AABB when queried, and provides scaling/inertia/name accessors.
/* * 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 StaticPlaneShape : ConcaveShape { public StaticPlaneShape(IndexedVector3 planeNormal, float planeConstant) : this(ref planeNormal, planeConstant) { } public StaticPlaneShape(ref IndexedVector3 planeNormal, float planeConstant) { m_shapeType = BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE; m_planeNormal = planeNormal; m_planeConstant = planeConstant; m_localScaling = IndexedVector3.Zero; } public override void Cleanup() { base.Cleanup(); } public override void GetAabb(ref IndexedMatrix t, out IndexedVector3 aabbMin, out IndexedVector3 aabbMax) { aabbMin = MathUtil.MIN_VECTOR; aabbMax = MathUtil.MAX_VECTOR; } public override void ProcessAllTriangles(ITriangleCallback callback, ref IndexedVector3 aabbMin, ref IndexedVector3 aabbMax) { IndexedVector3 halfExtents = (aabbMax - aabbMin) * .5f; float radius = halfExtents.Length(); IndexedVector3 center = (aabbMax + aabbMin) * 0.5f; //this is where the triangles are generated, given AABB and plane equation (normal/constant) IndexedVector3 tangentDir0; IndexedVector3 tangentDir1; //tangentDir0/tangentDir1 can be precalculated TransformUtil.PlaneSpace1(ref m_planeNormal, out tangentDir0, out tangentDir1); IndexedVector3 supVertex0 = IndexedVector3.Zero; IndexedVector3 supVertex1 = IndexedVector3.Zero; IndexedVector3 projectedCenter = center - (IndexedVector3.Dot(m_planeNormal, center) - m_planeConstant) * m_planeNormal; IndexedVector3[] triangle = new IndexedVector3[3]; triangle[0] = (projectedCenter + tangentDir0 * radius + tangentDir1 * radius); triangle[1] = (projectedCenter + tangentDir0 * radius - tangentDir1 * radius); triangle[2] = (projectedCenter - tangentDir0 * radius - tangentDir1 * radius); callback.ProcessTriangle(triangle, 0, 0); triangle[0] = projectedCenter - tangentDir0 * radius - tangentDir1 * radius; triangle[1] = projectedCenter - tangentDir0 * radius + tangentDir1 * radius; triangle[2] = projectedCenter + tangentDir0 * radius + tangentDir1 * radius; callback.ProcessTriangle(triangle, 0, 1); } public override void CalculateLocalInertia(float mass, out IndexedVector3 inertia) { inertia = IndexedVector3.Zero; } public override void SetLocalScaling(ref IndexedVector3 scaling) { m_localScaling = scaling; } public override IndexedVector3 GetLocalScaling() { return m_localScaling; } public IndexedVector3 GetPlaneNormal() { return m_planeNormal; } public float GetPlaneConstant() { return m_planeConstant; } //debugging public override String GetName() { return "STATICPLANE"; } protected IndexedVector3 m_localAabbMin; protected IndexedVector3 m_localAabbMax; protected IndexedVector3 m_planeNormal; protected float m_planeConstant; protected IndexedVector3 m_localScaling; }