Utility used by convex collision code to track a conservative separating distance between two moving convex objects. It stores previous transforms and reduces the separating distance over time based on linear and angular motion projections to conservatively estimate how close objects can get.
/* * 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.Collections.Generic; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet; internal class ConvexSeparatingDistanceUtil { private IndexedQuaternion m_ornA; private IndexedQuaternion m_ornB; private IndexedVector3 m_posA; private IndexedVector3 m_posB; private IndexedVector3 m_separatingNormal; private float m_boundingRadiusA; private float m_boundingRadiusB; private float m_separatingDistance; public ConvexSeparatingDistanceUtil(float boundingRadiusA, float boundingRadiusB) { m_boundingRadiusA = boundingRadiusA; m_boundingRadiusB = boundingRadiusB; m_separatingDistance = 0f; } public float GetConservativeSeparatingDistance() { return m_separatingDistance; } public void UpdateSeparatingDistance(ref IndexedMatrix transA, ref IndexedMatrix transB) { IndexedVector3 toPosA = transA._origin; IndexedVector3 toPosB = transB._origin; IndexedQuaternion toOrnA = transA.GetRotation(); IndexedQuaternion toOrnB = transB.GetRotation(); if (m_separatingDistance > 0.0f) { IndexedVector3 linVelA; IndexedVector3 angVelA; IndexedVector3 linVelB; IndexedVector3 angVelB; TransformUtil.CalculateVelocityQuaternion(ref m_posA, ref toPosA, ref m_ornA, ref toOrnA, 1f, out linVelA, out angVelA); TransformUtil.CalculateVelocityQuaternion(ref m_posB, ref toPosB, ref m_ornB, ref toOrnB, 1f, out linVelB, out angVelB); float maxAngularProjectedVelocity = angVelA.Length() * m_boundingRadiusA + angVelB.Length() * m_boundingRadiusB; IndexedVector3 relLinVel = (linVelB - linVelA); float relLinVelocLength = IndexedVector3.Dot((linVelB - linVelA), m_separatingNormal); if (relLinVelocLength < 0f) { relLinVelocLength = 0f; } float projectedMotion = maxAngularProjectedVelocity + relLinVelocLength; m_separatingDistance -= projectedMotion; } m_posA = toPosA; m_posB = toPosB; m_ornA = toOrnA; m_ornB = toOrnB; } void InitSeparatingDistance(ref IndexedVector3 separatingVector, float separatingDistance, ref IndexedMatrix transA, ref IndexedMatrix transB) { m_separatingNormal = separatingVector; m_separatingDistance = separatingDistance; IndexedVector3 toPosA = transA._origin; IndexedVector3 toPosB = transB._origin; IndexedQuaternion toOrnA = transA.GetRotation(); IndexedQuaternion toOrnB = transB.GetRotation(); m_posA = toPosA; m_posB = toPosB; m_ornA = toOrnA; m_ornB = toOrnB; } }