TriangleShape collision shape from a Bullet physics port. It stores three triangle vertices, computes normal, plane equation, support vertices, AABB, and simple inside tests and other polyhedral shape queries.
/* * 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 TriangleShape : PolyhedralConvexShape, IDisposable { public TriangleShape() { m_shapeType = BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE; } public TriangleShape(IndexedVector3 p0, IndexedVector3 p1, IndexedVector3 p2) : this(ref p0, ref p1, ref p2) { } public TriangleShape(ref IndexedVector3 p0, ref IndexedVector3 p1, ref IndexedVector3 p2) : base() { m_shapeType = BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE; m_vertices1[0] = p0; m_vertices1[1] = p1; m_vertices1[2] = p2; } public void Initialize(ref IndexedVector3 p0, ref IndexedVector3 p1, ref IndexedVector3 p2) { m_shapeType = BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE; m_vertices1[0] = p0; m_vertices1[1] = p1; m_vertices1[2] = p2; } public override void GetPlane(out IndexedVector3 planeNormal, out IndexedVector3 planeSupport, int i) { GetPlaneEquation(i, out planeNormal, out planeSupport); } public override int GetNumPlanes() { return 1; } public void CalcNormal(out IndexedVector3 normal) { normal = IndexedVector3.Cross(m_vertices1[1] - m_vertices1[0], m_vertices1[2] - m_vertices1[0]); normal.Normalize(); } public virtual void GetPlaneEquation(int i, out IndexedVector3 planeNormal, out IndexedVector3 planeSupport) { CalcNormal(out planeNormal); planeSupport = m_vertices1[0]; } public override void CalculateLocalInertia(float mass, out IndexedVector3 inertia) { { } inertia = IndexedVector3.Zero; } public override bool IsInside(ref IndexedVector3 pt, float tolerance) { IndexedVector3 normal; CalcNormal(out normal); //distance to plane float dist = IndexedVector3.Dot(ref pt, ref normal); float planeconst = IndexedVector3.Dot(ref m_vertices1[0], ref normal); dist -= planeconst; if (dist >= -tolerance && dist <= tolerance) { //inside check on edge-planes int i; for (i = 0; i < 3; i++) { IndexedVector3 pa, pb; GetEdge(i, out pa, out pb); IndexedVector3 edge = pb - pa; IndexedVector3 edgeNormal = edge.Cross(ref normal); edgeNormal.Normalize(); float dist2 = IndexedVector3.Dot(ref pt, ref edgeNormal); float edgeConst = IndexedVector3.Dot(ref pa, ref edgeNormal); dist2 -= edgeConst; if (dist2 < -tolerance) { return false; } } return true; } return false; } public override String GetName() { return "Triangle"; } public override int GetNumPreferredPenetrationDirections() { return 2; } public override void GetPreferredPenetrationDirection(int index, out IndexedVector3 penetrationVector) { CalcNormal(out penetrationVector); if (index > 0) { penetrationVector *= -1f; } } public override int GetNumVertices() { return 3; } public virtual IndexedVector3[] GetVertexPtr(int i) { return m_vertices1; } public override void GetVertex(int i, out IndexedVector3 vert) { vert = m_vertices1[i]; } public override int GetNumEdges() { return 3; } public override void GetEdge(int i, out IndexedVector3 pa, out IndexedVector3 pb) { GetVertex(i, out pa); GetVertex((i + 1) % 3, out pb); } public override void GetAabb(ref IndexedMatrix trans, out IndexedVector3 aabbMin, out IndexedVector3 aabbMax) { GetAabbSlow(ref trans, out aabbMin, out aabbMax); } public override IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 dir) { IndexedVector3 dots = new IndexedVector3(dir.Dot(ref m_vertices1[0]), dir.Dot(ref m_vertices1[1]), dir.Dot(ref m_vertices1[2])); return m_vertices1[MathUtil.MaxAxis(ref dots)]; } public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors) { for (int i = 0; i < numVectors; i++) { IndexedVector3 dir = vectors[i]; IndexedVector3 dots = new IndexedVector3(dir.Dot(ref m_vertices1[0]), dir.Dot(ref m_vertices1[1]), dir.Dot(ref m_vertices1[2])); supportVerticesOut[i] = new IndexedVector4(m_vertices1[MathUtil.MaxAxis(ref dots)], 0); } } public void Dispose() { BulletGlobals.TriangleShapePool.Free(this); } public IndexedVector3[] m_vertices1 = new IndexedVector3[3]; }