A ConvexShape subclass that wraps another ConvexShape and applies a uniform scaling factor to support point queries, inertia, AABB calculation and margin. It forwards most operations to the child shape and multiplies results by the scaling factor where appropriate.
/* * 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 UniformScalingShape : ConvexShape { public UniformScalingShape(ConvexShape childConvexShape, float uniformScalingFactor) { m_childConvexShape = childConvexShape; m_uniformScalingFactor = uniformScalingFactor; m_shapeType = BroadphaseNativeTypes.UNIFORM_SCALING_SHAPE_PROXYTYPE; } public override void Cleanup() { base.Cleanup(); } public override IndexedVector3 LocalGetSupportingVertexWithoutMargin(ref IndexedVector3 vec) { IndexedVector3 tmpVertex = m_childConvexShape.LocalGetSupportingVertexWithoutMargin(ref vec); return tmpVertex * m_uniformScalingFactor; } public override void BatchedUnitVectorGetSupportingVertexWithoutMargin(IndexedVector3[] vectors, IndexedVector4[] supportVerticesOut, int numVectors) { m_childConvexShape.BatchedUnitVectorGetSupportingVertexWithoutMargin(vectors, supportVerticesOut, numVectors); for (int i = 0; i < numVectors; i++) { supportVerticesOut[i] = (supportVerticesOut[i] * m_uniformScalingFactor); } } public override IndexedVector3 LocalGetSupportingVertex(ref IndexedVector3 vec) { IndexedVector3 tmpVertex = m_childConvexShape.LocalGetSupportingVertex(ref vec); return tmpVertex * m_uniformScalingFactor; } public override void CalculateLocalInertia(float mass, out IndexedVector3 inertia) { IndexedVector3 tmpInertia; m_childConvexShape.CalculateLocalInertia(mass, out tmpInertia); inertia = tmpInertia * m_uniformScalingFactor; } public override void GetAabb(ref IndexedMatrix t, out IndexedVector3 aabbMin, out IndexedVector3 aabbMax) { GetAabbSlow(ref t, out aabbMin, out aabbMax); } public override void GetAabbSlow(ref IndexedMatrix t, out IndexedVector3 aabbMin, out IndexedVector3 aabbMax) { IndexedVector3[] _directions = new IndexedVector3[] { new IndexedVector3(1.0f, 0.0f, 0.0f), new IndexedVector3(0.0f, 1.0f, 0.0f), new IndexedVector3(0.0f, 0.0f, 1.0f), new IndexedVector3(-1.0f, 0.0f, 0.0f), new IndexedVector3(0.0f, -1.0f, 0.0f), new IndexedVector3(0.0f, 0.0f, -1.0f) }; IndexedVector4[] _supporting = new IndexedVector4[] { IndexedVector4.Zero, IndexedVector4.Zero, IndexedVector4.Zero, IndexedVector4.Zero, IndexedVector4.Zero, IndexedVector4.Zero }; for (int i = 0; i < 6; i++) { _directions[i] = _directions[i] * t._basis; } ObjectArray<IndexedVector4> tempSupporting = new ObjectArray<IndexedVector4>(6); BatchedUnitVectorGetSupportingVertexWithoutMargin(_directions, _supporting, 6); IndexedVector3 aabbMin1 = new IndexedVector3(0, 0, 0), aabbMax1 = new IndexedVector3(0, 0, 0); for (int i = 0; i < 3; ++i) { IndexedVector3 temp = new IndexedVector3(_supporting[i].X, _supporting[i].Y, _supporting[i].Z); aabbMax1[i] = (t * temp)[i]; temp = new IndexedVector3(_supporting[i + 3].X, _supporting[i + 3].Y, _supporting[i + 3].Z); aabbMin1[i] = (t * temp)[i]; } IndexedVector3 marginVec = new IndexedVector3(GetMargin()); aabbMin = aabbMin1 - marginVec; aabbMax = aabbMax1 + marginVec; } public override void SetLocalScaling(ref IndexedVector3 scaling) { m_childConvexShape.SetLocalScaling(ref scaling); } public override IndexedVector3 GetLocalScaling() { return m_childConvexShape.GetLocalScaling(); } public override void SetMargin(float margin) { m_childConvexShape.SetMargin(margin); } public override float GetMargin() { return m_childConvexShape.GetMargin() * m_uniformScalingFactor; } public override int GetNumPreferredPenetrationDirections() { return m_childConvexShape.GetNumPreferredPenetrationDirections(); } public override void GetPreferredPenetrationDirection(int index, out IndexedVector3 penetrationVector) { m_childConvexShape.GetPreferredPenetrationDirection(index, out penetrationVector); } public float GetUniformScalingFactor() { return m_uniformScalingFactor; } public ConvexShape GetChildShape() { return m_childConvexShape; } public override String GetName() { return "UniformScalingShape"; } private ConvexShape m_childConvexShape; private float m_uniformScalingFactor; }