A small utility class for triangle collision metadata used in a Bullet physics port. It derives from Dictionary<int, TriangleInfo> and defines constants and thresholds for edge/vertex/angle tests used by collision routines.
/* * 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.Collections.Generic; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class TriangleInfoMap : Dictionary<int, TriangleInfo> { public const int TRI_INFO_V0V1_CONVEX = 1; public const int TRI_INFO_V1V2_CONVEX = 2; public const int TRI_INFO_V2V0_CONVEX = 4; public const int TRI_INFO_V0V1_SWAP_NORMALB = 8; public const int TRI_INFO_V1V2_SWAP_NORMALB = 16; public const int TRI_INFO_V2V0_SWAP_NORMALB = 32; public float m_convexEpsilon; public float m_planarEpsilon; public float m_equalVertexThreshold; public float m_edgeDistanceThreshold; public float m_maxEdgeAngleThreshold; //ignore edges that connect triangles at an angle larger than this m_maxEdgeAngleThreshold public float m_zeroAreaThreshold; public TriangleInfoMap() { m_convexEpsilon = 0.00f; m_planarEpsilon = 0.0001f; m_equalVertexThreshold = 0.0001f * 0.0001f; m_edgeDistanceThreshold = 0.1f; m_zeroAreaThreshold = 0.0001f * 0.0001f; m_maxEdgeAngleThreshold = MathUtil.SIMD_2_PI; } }