Collision shape implementation for a triangle mesh used by the physics system. It wraps a StridingMeshInterface, computes support vertices, local AABB, forwards triangle-processing callbacks, and exposes scaling/inertia/AABB operations.
/* * 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 TriangleMeshShape : ConcaveShape { public TriangleMeshShape(StridingMeshInterface meshInterface) { m_inConstructor = true; m_meshInterface = meshInterface; m_shapeType = BroadphaseNativeTypes.TRIANGLE_MESH_SHAPE_PROXYTYPE; if (meshInterface.HasPremadeAabb()) { meshInterface.GetPremadeAabb(out m_localAabbMin, out m_localAabbMax); } else { RecalcLocalAabb(); } m_inConstructor = false; } public virtual IndexedVector3 LocalGetSupportingVertex(ref IndexedVector3 vec) { IndexedVector3 supportVertex; IndexedMatrix ident = IndexedMatrix.Identity; SupportVertexCallback supportCallback = new SupportVertexCallback(ref vec, ref ident); IndexedVector3 aabbMax = MathUtil.MAX_VECTOR; IndexedVector3 aabbMin = MathUtil.MIN_VECTOR; // URGGHHH! if (m_inConstructor) { this.ProcessAllTrianglesCtor(supportCallback, ref aabbMin, ref aabbMax); } else { ProcessAllTriangles(supportCallback, ref aabbMin, ref aabbMax); } supportVertex = supportCallback.GetSupportVertexLocal(); supportCallback.Cleanup(); return supportVertex; } public virtual IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec) { { } return LocalGetSupportingVertex(ref vec); } public void RecalcLocalAabb() { IndexedVector3 vec = new IndexedVector3(1, 0, 0); IndexedVector3 tmp = LocalGetSupportingVertex(ref vec); m_localAabbMax.X = tmp.X + m_collisionMargin; vec = new IndexedVector3(-1, 0, 0); tmp = LocalGetSupportingVertex(ref vec); m_localAabbMin.X = tmp.X - m_collisionMargin; vec = new IndexedVector3(0, 1, 0); tmp = LocalGetSupportingVertex(ref vec); m_localAabbMax.Y = tmp.Y + m_collisionMargin; vec = new IndexedVector3(0, -1, 0); tmp = LocalGetSupportingVertex(ref vec); m_localAabbMin.Y = tmp.Y - m_collisionMargin; vec = new IndexedVector3(0, 0, 1); tmp = LocalGetSupportingVertex(ref vec); m_localAabbMax.Z = tmp.Z + m_collisionMargin; vec = new IndexedVector3(0, 0, -1); tmp = LocalGetSupportingVertex(ref vec); m_localAabbMin.Z = tmp.Z - m_collisionMargin; } public override void GetAabb(ref IndexedMatrix trans, out IndexedVector3 aabbMin, out IndexedVector3 aabbMax) { IndexedVector3 localHalfExtents = 0.5f * (m_localAabbMax - m_localAabbMin); float margin = GetMargin(); localHalfExtents += new IndexedVector3(margin); IndexedVector3 localCenter = 0.5f * (m_localAabbMax + m_localAabbMin); IndexedBasisMatrix abs_b = trans._basis.Absolute(); IndexedVector3 center = trans * localCenter; IndexedVector3 extent = new IndexedVector3(abs_b._el0.Dot(ref localHalfExtents), abs_b._el1.Dot(ref localHalfExtents), abs_b._el2.Dot(ref localHalfExtents)); aabbMin = center - extent; aabbMax = center + extent; } // yuck yuck yuck public void ProcessAllTrianglesCtor(ITriangleCallback callback, ref IndexedVector3 aabbMin, ref IndexedVector3 aabbMax) { FilteredCallback filterCallback = new FilteredCallback(callback, ref aabbMin, ref aabbMax); m_meshInterface.InternalProcessAllTriangles(filterCallback, ref aabbMin, ref aabbMax); filterCallback.Cleanup(); } public override void ProcessAllTriangles(ITriangleCallback callback, ref IndexedVector3 aabbMin, ref IndexedVector3 aabbMax) { FilteredCallback filterCallback = new FilteredCallback(callback, ref aabbMin, ref aabbMax); m_meshInterface.InternalProcessAllTriangles(filterCallback, ref aabbMin, ref aabbMax); filterCallback.Cleanup(); } public override void CalculateLocalInertia(float mass, out IndexedVector3 inertia) { { } inertia = IndexedVector3.Zero; } public override void SetLocalScaling(ref IndexedVector3 scaling) { m_meshInterface.SetScaling(ref scaling); RecalcLocalAabb(); } public override IndexedVector3 GetLocalScaling() { return m_meshInterface.GetScaling(); } public StridingMeshInterface GetMeshInterface() { return m_meshInterface; } public IndexedVector3 GetLocalAabbMin() { return m_localAabbMin; } public IndexedVector3 GetLocalAabbMax() { return m_localAabbMax; } //debugging public override String GetName() { return "TRIANGLEMESH"; } private bool m_inConstructor; // hacky attempt to get correct callback in construction protected IndexedVector3 m_localAabbMin; protected IndexedVector3 m_localAabbMax; protected StridingMeshInterface m_meshInterface; }