A collision helper class used during support vertex queries in the Bullet physics port. It collects the vertex from processed triangles that has the maximum dot product with a given support direction, storing it in local space and allowing conversion to world space via the stored transform.
/* * 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 System.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class SupportVertexCallback : ITriangleCallback { private IndexedVector3 m_supportVertexLocal; public IndexedMatrix m_worldTrans; public float m_maxDot; public IndexedVector3 m_supportVecLocal; public virtual bool graphics() { return false; } public SupportVertexCallback(ref IndexedVector3 supportVecWorld, ref IndexedMatrix trans) { m_supportVertexLocal = IndexedVector3.Zero; m_worldTrans = trans; m_maxDot = -MathUtil.BT_LARGE_FLOAT; m_supportVecLocal = supportVecWorld * m_worldTrans._basis; //m_supportVecLocal = IndexedVector3.TransformNormal(supportVecWorld, m_worldTrans); } public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex) { for (int i = 0; i < 3; i++) { float dot = IndexedVector3.Dot(ref m_supportVecLocal, ref triangle[i]); if (dot > m_maxDot) { m_maxDot = dot; m_supportVertexLocal = triangle[i]; } } } public IndexedVector3 GetSupportVertexWorldSpace() { return m_worldTrans * m_supportVertexLocal; } public IndexedVector3 GetSupportVertexLocal() { return m_supportVertexLocal; } public virtual void Cleanup() { } }